I [e digicons]:beer:[/e] still [e digicons]:frogboy:[/e] think [e digicons]:cylon:[/e] there [e digicons]:moo:[/e] is [e digicons]:pig:[/e] nothing [e digicons]:snowman:[/e] wrong [e digicons]:troll:[/e] with [e digicons]:borg:[/e] FB [e digicons]:rofl:[/e] . [e digicons]:zzz:[/e]
N3rull
Added a nice comic in the main post, hoping to harvest some karma and catch Annatar someday! Enjoy [e digicons]:rofl:[/e]
Caps already start with 65% shield mitigation that increases by 1.111111% per level up to roughly 75% on level ten. Bumping that up by 5% will make for 80% final shield mitigation or what, 85% for Advent in their culture? This would make endgame caps completely unkillable (that's a further 25% damage reduction!) by any standard weapon while phase missiles would become OP-dly strong against caps and would need further balancing. That's thrusting your hand into a very
he found it. ignoring him.
That would be wrong as well because SC will largely manage to regenerate, or cause a lot of damage. Still, better than 10 sec with 50AM. I would leave the ability as is though. No need to increase cooldown alone, as that means nerfing the ability that is just fine. You may attempt to eliminate all enemy strikecraft in the vincinity in 10 seconds IF you sacrifice 200 AM. Or you may keep them permanently damaged (and thus easier for your flak frigs/fighters to handle)
[quote]Well, you're losing 75% of the Chaos Bolt's damage due to it being anti-Module damage. You're also losing 25% of the Pulse Gun and Phase Missile damage due to them being Capital Ship attack type.[/quote] [e digicons]8C[/e] QQ! Change pulse guns to composite, increase disintegrator DPS by half NAO!
[quote]- Flak Burst: Antimatter cost reduced to 50 (from 100) - Flak Burst: Cooldown changed to 10/10/10 (from 12/10/8)[/quote] NO! Flak burst should NOT be spammable like this! It completely annihilates enemy SC presence by brutal destruction, Kol should NOT be able to wipe all enemy SC in 10 seconds (burst now, burst after CD) and pay measly 100 AM for it. That's not just a fat NAY, it's a veto ! No no no no nO! I oppose! If Kol can annihilate a
Thanks everyone for replying! Two little things: - Kitkun - you said, as I understand, that missile attacks are not omnidirectional, so it's just the graphic that they turn and they still have max of four targets per bank - rite? - I had heard it said sometime ago that orky is more offensively inclined because "most of its guns are facing forward". From your answers I take it that it's LIEZ. Rite? [quote who="KL3MZ" reply="3" id="2524782"]use z axis and go under t
I have a question of a strategic background, though I suppose modders are best suited to answer it. Anyway, I wanted to know everything about starbases, particularly their weapons, specifically their banks. A little picture for easier reference: <
I have a little problem with Orky's DPS. On the tooltip it seems very nice, but in the fight I have a feeling that it's severely lackluster. I dunno, a well developed orky takes longer to wipe lums than an argonev. One has to resort to double banking to do serious damage (ha, you don't know what that is, do you?)
Seems strong enough, and not OP enough to lick a Marza. I'd say fine.
Deceiver, do get a break. Everybody knows it's not gonna happen :P edit. Mike, I use very often. If you're in a major fleet fight, a single use of DV can restore a couple thousand hit points on the orky. It's the best thing since sliced bread. Well, second best.
[quote who="JuleTron" reply="739" id="2523980"]Instead of having flak, maybe the Orky's Debris Vortex ability should suck in and destroy enemy SC to regen health. [/quote] [quote who="Warlord Mike" reply="743" id="2524140"] Quoting JuleTron, reply 739 Instead of having flak, maybe the Orky's Debris Vortex ability should suck in and destroy enemy SC to regen health. *blinks* You know what...that's crazy enough to work!&nbs
I think both reply 130 and 131 ideas are relatively fine. The first is strong for ignoring shield mitigation, thus can do a lot of damage versus high level caps. The second is fleet-useful for the mitigation debuff. I ain't sure if 15% is not a little too badass, maybe closer to 12% would be better (or reducing the duration of this debuff to 10 seconds. Against 10 level caps, a 15% mitigation reduction means 60% increased damage! For 3AM/sec it would be very strong even without the 900 damage
[quote]Reverse drives would pose a problem in that certain forward firing ships, like lf and the Marza, could "retreat" all the way to the edge of the grav well and then be in an easy position to bail out without having to sacrifice any firepower by turning around and thus pointing their guns away from the enemy. End result would be no-one would stand and fight as the ships attacking forward would be at a disadvantage to those moving backward as the enemy actually gets a bonus for retreating
[quote]I brought up the idea of reverse movement manauvers many times but after playing the game so much, I wouldn't want it in the game Its just gonna create so much more problems with balance[/quote]You wouldn't want reverse drives or fixing the problem at all? Why would that cause balance problems?
[quote]What in the world does that mean?[/quote]Yea I didn't grasp this idea at first as well. I thought he wanted to wrap a subverter, a nanos and an interrupt in a nice spammable package. But it's not that bad. Just the damage has to be less "abusable". I mean, it should do respectable damage reliably. Thus my (approval for the) suggestion that it ignores shield mitigation and at the same time does ~800-900 damage at max level. That way, a high armor target (caps) will be abl
My concern is that an over-a-thousand attack is open for abuse, for example: your fleet shoots everything except the enemy cap and the Kol pounds on it for 1200 every 20 seconds with only 15% mitigation. Sure, if you focus it, the GRG will do only ~30% of its damage, which would be 400-ish. But if you keep your guns on other ships, GRG will do a thousand damage every 20 seconds. That's BOOM BOOM and the enemy cap is half dead while your fleet didn't even bother wasting a s
Really, Mike, that's not the way to go :)
And once again I would request a speed buff for Assailant's phase missiles, at least so that an assailant can not fire a phase missile at a target before the previous missile hits and destroys it. This completely screws up assailants in large battles, cause lums kill and reaquire two targets before an assailant group notices that their target is dead and they've just wasted a salvo. So + Assailant Phase missile speed buff plox
[quote]Nanites do 625/875/1125 damage total with 12s cooldown[/quote]ROFL!!!!!!!!!!! PLEASE!!! Nanites do 1125 damage over 45 seconds, don't smash all numbers around as you see fit, you're shaping them into misconception, if not lies. Oh and now you're gonna say "ok, over 45 seconds but you can cast it on something else". I say fine, but then it's AM cost is not what you have stated before, but 75/12 = 6,25 AM/sec. Worse than my previous suggestion. Why don't you suggest a reduct
[quote]- Kol is also Battlecruiser (mean: something more combat oriented then Colonizers). It justify both lower cost of combat abilities(remember of lower AM reserves and regeneration) and combat abilities being slightly stonger then non-battlecruiser eqivalents[/quote]Ahhh... so Kol has less AM and thus should have cheaper abilities. Have you ever thought WHY he has less AM? Why all caps don't have the same AM pools? It's like saying that a big car has four chairs so a scooter should
[quote who="Arthanis" reply="105" id="2523321"] 0.6 - 60% of the guns are facing forward But rest of weapons will hit something too. In 1vs1 scenario it is not important, but in real scenario (fleet vs fleet or at least Cap+support vs Cap+support) it is useful too. [/quote] The rest of the guns will tickle some two random targets for an
[quote]60 AM cost 20s recharge 400/800/1200 Damage ignoring (and not increasing) Shield mitigation 10%/20%/30% Shield Mitigation drop on Hit Interrupt[/quote]You must be mad, with all due respect. Thats designate target+nanites+ion bolt for half the AM cost. Sober up, this suggestion is freakin' crazy.
[quote] So: Power Surge give up to 90 DPS buff. It is "slightly more" then "laughable" "6-7 DPS"[/quote] That's nerfed by shield mitigation, armor and the fact that 40% of that damage is done to some two random targets to the left and right from the Kortul, which may not even exist or may not be anywhere near ''primary'' on your targetting list. So a level 10 fully upgraded Kortul will do 0.6 * .25 * (1+10*0.05)^(-1) * 90 = 9 9 more DPS to