NM, posted in the wrong thread
Brazilian_Joe
[quote who="Volt_Cruelerz" reply="130" id="3242037"]I feel that if the Ankylon was failing that much at supporting allies it would be better to buff the low end because the higher end of the ability is spectacular so there's a smaller gap in effectiveness.[/quote] I think there is also the issue that with an active skill, there is always a window where it would be hit just as hard, and that is especially bad when fighting other titans. Also, if its antimatter is depleted, a passiv
Back on track: How about building half-of-a-superweapon on TL 4 or 3, just for defensive purposes against Titans, and a pay-for upgrade like a SB for the old planetary supershot ability?
Yeah just_jim, but that's a best case scenario. Using the very best defensive race, and having time to set up proper defenses. Now, under most circumstances, a 2v1 battle is already a killer. I am just pondering on how could we have other defensive options to help fending off Titans, without the uninventive option of just nerfing them all.
Another option: Flip around the Superweapon, and make it available at tech level 4, but only with the basic Titan defense thing. I will also cost less. It will have one upgrade slot, which would bestow it the old, tier 8 ability, and would cost money like a SB upgrade.
Humm, truly. Titans usually come into play before super weapons. What about the ability ideas though? You think they would make the late game more engaging (more fun to play, more strategy, no are a kill-switch)?
About mobile starbases: Although I don't think these ideas will happen on the official game: 1) Merge colony pods and trade ports in a single upgrade. It would be a tri-state ability button where it can focus on population only, trade only, or both. There is a ramp-up time for the mode to become fully effective. 2) There would be one additional ability slot available, for one more skill: Advent: Teleport starbase. Has a very long cool down, costs a lot
One of the complaints currently is that if 2 Titans gang against one player, it's usually game over, and there is not much to be done about it. I wonder which strategic options can be added to the game to make it viable for players to defend better against this kind of onslaught. One idea which comes to my mind is to have a second fire option on super weapons, specific to target Titans. What if in addition to the current planet-targeting options, we have addi
The passive group shield ability I suggested would do great lengths to help the Ankylon versus not only the ragnarov, but all-around. Group shield as an active means there will always be a window where it will not be any good helping defend, which will be the preferred time for the enemy to use their abilities. A passive is always on, thus not suffer from this limitation. Passive raising of shield mitigation is perhaps the most dramatic effect of my suggested changes, be
Hummmm how about nerfing titans hard and making them like, 1 every 4 planets like super weapons?
One point which is being raised recurrently is that Ankylon is not good enough at what it does, i.e fleet preservation. I recently proposed that the group shield ability could be changed to a passive titan-centered with a good radius, which increases shield regen, max mitigation, spontaneously raises mitigation of ships even without combat, and reduces enemy's max mitigation inside its AoE for an indirect damage buff. See if it fits on RR:R, thanks
2. Should be called 'Ninja Avenger' - everyone knows ninjas are a pirate's arch-nemesis.
I'm serious. I don't mean OMFG LEZ BUFF TO INFINITY of course. It just has to tip the scales to the TL side better than it does currently. That's precisely why I din't attempt to bake any numbers, since I don't know the mechanics deeply enough to know what is OP and what's not. It should increase phase missile block too, since it's all about defense.
Group shield should be a passive, large radius, titan-centered, grant higher max shield mitigation, shield regen, and increase mitigation spontaneously even without combat, and reduce max mitigation of enemy ships in range.
give bombers ammo - or antimatter - and give it a default recharge rate of 0. It must dock to recharge, much like real life aircraft must go back t o base to replenish their payload. Maybe that would warrant an increase in damage, since they would have few shots before having to go back and dock to replenish. But can bombers/sc even have skills and AM at all? Would be nice to have one faction have kamikaze strike craft/bombers, which would destroy themselves for large damage.<
[quote who="RiddleKing" reply="38" id="3231159"] Quoting Brazilian_Joe, reply 37I think a permanent -20% fleet supply upon researching mobile starbases goes a long way towards balancing it. Still think it should have a -20% weapon damage and armor too. It's simpler to implement and nerfs it allrighty. doesn't stop someone still spamming them. This is a really bad balance issue and i wish mobile starbases have a choice to be gravi
I think a permanent -20% fleet supply upon researching mobile starbases goes a long way towards balancing it. Still think it should have a -20% weapon damage and armor too. It's simpler to implement and nerfs it allrighty.
A 'counterstrike' upgrade to the phase lane disruptors could add a debuff to fleeing ships, and/or a buff to owned/allied ships, for a good chase after retreating fleets.
Without major re-work I think it is unlikely to have it really fixed. This late in game development I think the chance to get changed is really slim. Nevertheless... Bobbing will be reduced by keeping the empire tree current line of ships aligned with the current mouse position. The empire tree will not scroll around to follow the mouse, it will merely understand the line in w
Hey, instead of bickering, I will post my idea again, why you don't you guys Sel and Twi don't pick it apart, even if it is horrible, please explain why, let's be constructive: Ability changed from disabling HULL, SHIELD and ANTIMATTER passive regen for 5 minutes to: duration changed to 2 minutes each hit gives a penalty of 15/10/5% to the passive regens, against frigates/capships/titans; stacks up to 5 times for a max 75/50/25% passive regeneration reducti
I think it would be nicer if it did a 15% reduction of everything, but stack up to 5 times, for a max 75% reduction. it would have its effect reduced by 1/3 against capital ships (10*5 = max 50% reduction) and 2/3 against titans (5 * 5 = max 25% reduction). Aaaand time should be reduced as well, 2 minutes max.
[quote who="GoaFan77" reply="5" id="3227487"]A good troll post. Imagine that... [/quote] I shudder on the thought that your nick is because you are a fan of Goatse...
Well, we have 3 races in the game, for those who do not know it yet: TEC, Advent and Vasari. And currently there are 3 mobile OSes of any significance: Windows Phone, Apple iOS and Google Android. The question is: which race uses which OS, and why? My take: Advent = Apple iOS. Advent are Apple fanboys. They are design freaks and consider themselves above the norm. Homo Sapiens Superior, if you will.
The manipulation of the following objects OFFICIALLY DO NOT QUALIFY as breast-fondling: Smooching giant pillow with anime girl printed; Doing stuff with inflatable doll and more expensive equivalents (Real Doll) Touching, squeezing, licking, sucking etc. silicone breast implant before it is actually implanted. Stress relievers . Did I mis
[quote who="SpardaSon21" reply="8" id="3223292"]Well, the way I see it, I can have one brief thread giving them attention and then everyone (hopefully) stops, or we just keep endlessly feeding them with no end in sight. Which option gives them more attention in the long run?[/quote] "They" will feed on your flesh and drink your blood. Threads like this are like a playground for, ahem, us. Whenever the subject is interesting though, there will be valu