Arthanis

Arthanis

Joined Member # 3808346
4 Posts 233 Replies 691 Reputation

After buffs from list Kortul+Marauder will own Halcyon+Mothership... Distort gravity now can work all the time and has doubled radius - making Vasari Fleet fastetst by far in game Subversion with Jam weapons support negate SC presence in entire Gravity weel

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Ok, what about this: Magnetize: - Number of affected strikecrafts increased to 12/18/24 (from 8/12/16) - Strikecraft collision damage increased to 30 (from 25) - Range increased to 7500 (from 5000) - Duration changed to 10s/15s/20s or 12/18/24 strikecrafts killed (from 10s/12.5s/15s or 8/12/16 strikecrafts killed) EMP Charge: - Range increased to 6000 (from 4500) - Antimatter cost changed to 80/80/80

212 Replies 457,244 Views

Of course these "military facilitiers cossting you money to work even If you don't have fleet" lore-wise should be deactivated when you don't have fleet... Or at least operate at minimal cost (like 1% upkeep per level).

28 Replies 50,435 Views

[quote]Added a nice comic in the main post, hoping to harvest some karma[/quote] You are probably right [e digicons]:thumbsup:[/e]

107 Replies 254,844 Views

Fleet research already cost SOMETHING... Balance-wise two players with X ships shoul have same maitance costs. ATM player with higher fleet research is in double-worse situation: he not only have higher fleet ukpeep % cost, but he also spent more money on researches. Note we have no option to lowel our fleet research level... I still prefer Fleet Upgrade doing nothing but increasing max number of slots and upkeep cost being function of fleet size (only).

28 Replies 50,435 Views

[e digicons]:thumbsdown:[/e] Ok, removed from list. [e digicons];P[/e] More ideas: Magnetize: - Number of affected strikecrafts increased to 12/18/24 (from 8/12/16) - Cost decreased to 50 (from 80, already on list) - Strikecraft collision damage increased to 30 (from 25) - Range increased to 7500 (from 5000) - Duration changed to 10s/12.5s/15s or 12/18/24 strikecrafts killed (from 10s/12.5s/15s or 8/12/16

212 Replies 457,244 Views

Upkeep cost should be function of fleet size, not fleet reseach level (large fleet = large cost, small fleet = small cost - no matter of fleet research level). Fleet research should increase max available number of fleet size only, not upkeep cost (higher level = larger fleet availabe, nothing more).

28 Replies 50,435 Views

If I am loosing ships, upkeep cost should return to lower % value. If I build extra ships, upkeep cost should be increased to higher % value. Research increasing % upkeep cost value is fine, but is should define MAXIMUM available upkeep cost (and fleet size), not increase upkeep cost no matter of fleet size.

28 Replies 50,435 Views

GRG: ok, no more dicussion Caps SM: I still think something must be done here FB: What about something like this: - FB now fire multiple flack bursts with 1s interwalls (so all damage is dealed in 2s/4s/6s, not instantly) - Each burst do 10 damage - 2/4/6 bursts (at levels 1/2/3) (btw it will be nice too see Kol creating anti-SC firewall around it) - 10s/12s/14s cooldown (8 seconds between two activations at all levels) - 50 AM c

212 Replies 457,244 Views

I will wait for more feedback, then I will possibly remove it from list. What about 2 other buffs: - GRG damage to 400/800/1200 (from 300/600/900) to make this ability slightly more viable in terms of damage too. - Caps max mitigation increased to 70% (from 65%) to increase their survivability in large battles ?

212 Replies 457,244 Views

100 AM/ 8s is joke too. What about decreasing cost by giving it further cooldown increase? I hate idea of all "Magic buttons" being super expensive in use but breaking game balance is some situations - these abilities should be more "user-friendly" for both people who use them and and people who had these abilities used against them. Ability is atm UP/imba/not fine. something must be done to fix it. Random idea for now: Cooldown increased to 20s/20s/20s. What about this

212 Replies 457,244 Views

GRG: With these new stats IM GRG are slightly too weak. IMO damage should be increses to 400/800/1200. Without shield bypassing and with 20s cooldown it will not hurt... Really. ATM it is very weak 15/30/45 DPS... If we add targets Shield Mitigation and armor... IMO 20/40/60 DPS is still relatively small value. Another idea: What do you think of increaseing max Mitigation value for all caps to 70% (from 65%)? Advent thanks to upgrade&culture bonus will

212 Replies 457,244 Views

Added. I've also changed Flak burst cooldown to 10 across all levels. After cost decrease (IMO critical), slightly increased cooldown of highest level of this ability is completely justified. Lvl10 Kol After all changes: Gauss Rail Gun: -3.00 AM/s Flack Burst: -5.00 AM/s Adaptive ForceField: -1.71 AM/s Finest Hour: +1.66 AM/s Total: -8.05 AM/s With lvl AM regeneration: -6.58 AM/s

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Lets say: - 60 AM cost - 20s recharge - 300/600/900 damage (normal) - Max Mitigation on target reduced by 5%/10%/15% for 10s (not stackable) - No longer reduce target speed Ok now? [e digicons]:cylon:[/e]

212 Replies 457,244 Views

Ok, so everything I want to add to Volt idea is AM cost reduction to 60/60/60. It is 3 AM/s, and Kol after Finest Hour buff is able to support it without loosing all its AM in first minutes of battle.

212 Replies 457,244 Views

LRF problems - imo it has potential of fixing them: [quote] - Damage taken by Caps from ANTI-MEDIUM (LRF) reduced to 50% (from 75%) - Damage taken by LIGHT ARMOR (LRF) from COMPOSITE (HC) increased to 200% (from 150%) - Damage taken by LIGHT ARMOR (LRF) from CAPITAL (Caps) increased to 100% (from 75%)[/quote] Then both Caps and HCs are much better option vs LRFs.

153 Replies 417,322 Views

I had an different ideas too. My purpose is not forcing everyone to love my ideas, but to find consensus between many ideas. Is this ~final idea acceptable in your eyes or not?

212 Replies 457,244 Views

I don't like this "random speed debuff" too. It don't fit concept of BigBadGun. Anyway, I am not sure if mitigation reduction I suggest is posible in this game engine. So let's ignore it. Ok, so what about this kind of GRG: - 300/600/900 Damage ignoring Shield Mitigation - 60 AM cost - 20s cooldown - No longer slow target, no longer reduce mitigation, no longer interrupt target ?

212 Replies 457,244 Views

What about this: - 60 AM - 20s cooldown - 250/500/750 damage ignoring Shield Mitigation AND not increasing Shield Mitigation value - reduces target actual mitigation by 10%/20%/30% on hit - Act as Interrupt ?

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It mean railgun hit kicks actual mitigation by 30% (up to 15% minimum), but after that mitigation increase under fire normal way. Example: Ship X has 60% mitigation. lvl3 Railgun hit ship X doing it's 1200 damage and reduceing mitigation by 30% (to 60%). Because ship X is under light/heavy fire, mitigation return slowly/fast to 60%.

212 Replies 457,244 Views

[quote]Damage from 325/650/975 to 400/800/1200, range from 6500 to 7000/7500/8000, antimatter from 75 to 60.[/quote] But it is still AM-eating machine.... After 3 shoots Kol have 0 AM (of course this Kol is using AFF too)...

212 Replies 457,244 Views