[quote who="Seleuceia" reply="48" id="3199679"]To put things into perspective, here are some survival rates for other hard counters...all battles lend 180 fleet supply to each side, about how much you'd have with one fleet upgrade, minus your cap and a few colony ships...the percent to the right indicates the survival rate for hard counter unit (the unit that's supposed to win by a lot)...assume that any flak were heavily microed... LRMs vs. Disciples - 69% Cobal
bilun
Now you say you've been beaten by these "other players", but do you have any bruises? Perhaps one of your neighbors witnessed a beating? Anything we can build this case on would be great.
Well I certainly like the idea of tying Fury of the Unity to deliveance shots rather then culture- It gives at least one subfaction a buff to an underutilized superweapon and makes the bonus more reliably applies- two proverbial birds with one stone. That said, while stealing income sounds very cool, I worry it will make the deliverance engine's niche(at least for the loyalists) a bit too similar to the Novalith(economic damage first and fomost) only with an eco boo
Honestly thus far this proposition strikes me as a desire to nerf something for ideological reasons rather then balance reasons- which always is a rather dangerous proposition. Are Illuminaters actually dominating multiplayer play in a manner that cannot be adequately dealt with or countered? Because frankly I think the answer tot hat question is FAR more important then whether the Illuminator's pre-perscribed counter happens to counter it as h
[quote who="ussrAvA" reply="33" id="3194723"]I'd have to say their titan needs a little work on the L6 ability but overall i find AL a reliable race to play.. honestly i play them the most now. Considering early game they have very few things that are different from AR, i really like Ancient Retributions, it's very useful to have. I consider them the best spot to eco in and culture push the middle of a 5s or 4s. They are a utility race imo and their titans abilities only work well wit
Gotta say Eradica, followed by the VL titan, followed by the Ragnarov. Funny thing is though while the ship it's self is gorgeous, the real tiebreaker that makes Eradica #1 for me is the weapons system- most notably the "shoulder"-mounted beam banks.
[quote who="RiddleKing" reply="22" id="3194458"]Double Post ( sorry) The reason they don't have significant damage boosts and opt for the 5% and 10% values is what they do to other races: 40% damage reduction Corvettes stacking weapon disruptions on targeting systems can go up to each 50% Therefore there 10% boost in damage etc is reasonable to keep the game competitive[/quote]
[quote who="Volt_Cruelerz" reply="9" id="3194405"]For the record my original assumption regarding the tech is the same as the OP's.[/quote] Aye, mine as well. Really disappointed if it is not intended to change the cap. More and more starting to feel like the advent loyals may have been some sort of sick joke planned by some evil mastermind within of the development team....and again I feel impotent with my lack of a tinfoil hat emoticon.
[quote who="JuleTron" reply="19" id="3194415"]Ah, OK right. I know nothing about modding, forgive me. Quoting bilun, reply 14Considering the vasari have a non-faction specific tech 2 tiers lower then assimilated populace which passively increases population generation rate by 40%, it should be perfectly fine for assimilated populace to give a 10 minute 50% population gain rate buff to newly colonized planets. This would essentially result in an extra 37.5 population generated
regardless of how it function, the fundamental problem is that it's prohibitively difficult to cause allegiance loss in the first place.
If you're worried about advent being UP, play the rebels. The advent Loyals kind of suck right now, but the rebels are much better off. And hey, while nalance is still kind of poor right now, it's much better then it was prior to the 1.03 patch, so we're making progress.
[quote who="CoronalFire" reply="8" id="3194363"] Quoting bilun, reply 7 The tec Loyals certainly have issues and to be fair the Ankylon probably isn't one of the stronger titans- but titan balance has far too much complexity to be properly reflected simply by 1v1 titan battles. He knows this. Testing with a support fleet makes things a lot more complicated though.[/quote] Probably a good point. Honestly I think I may have fire
Also it would be nice if Assimilated Populace actually increase population gain rate like the description says rather then just giving +10 population at the time of colonization(technically it tries to add 5000, but newly colonized planet shave a population cap of 10)- at present it merely allows a planet to max out it's population 80 seconds faster. Considering the vasari have a non-faction specific tech 2 tiers lower then assimilated populace which passi
Well to be fair you are comparing the premier single target damage titan to the premier fleet-support titan. Frankly Ragnarov should beat down the Ankylon 1v1 IMO. Likewise with a large fleet support on both sides the Aklyon should have the edge if the titans are balanced properly. Also it's not just snipe that's turning the fight in the ragnarov's favor: Almost all titans have their guns almost equally distributed between their forward
Also there's one very simple optimization of an advent Loyalist tech I'm sort of amazed hasn't happened yet: Assimilated Populace really should activate when a new world is acquired via Repossessions. At present the assimilated Populace buff only activates on traditionally colonized worlds and is lost when the ship bearing it phase jumps- the result is that the the damage buff on assimilated populace is way too situational- it's pretty mu
[quote who="CoronalFire" reply="106" id="3194255"] Quoting bilun, reply 103 Realistically speaking it's not all that different from Missile Battery. it creates a single frigate. The buff is significant enough that it allows a single existing frigate to carry the firepower of multiple frigates, which ultimately is aboutt he same as creating a new one. Heck, the closest analogue is actually the Skirantra's level 6 ability which clones a sing
[quote who="JuleTron" reply="100" id="3194019"] Looks good. However, as the Revelation gains levels, the game progresses until this ability is not all that useful so increasing AM cost per level sounds unnecessary. If any thing, AM cost should decrease per level. ...[/quote] Good point. Also I've been thinking that I may have been a bit to conservative with the cooldown/duration(scramble bombers has 30/75, missile battery has 35/180). The D
[quote who="stein220" reply="94" id="3193805"] I'm assuming this would include planet bombing damage of purge vessels? I only ask because that would also help with the Revelation's early game bombing.[/quote] Definitely, while my idea should not add quite as much raw firepower as Scramble Bombers or Sova Missile Batteries, it's strength would be in versatility. it could be used to speed siege by boosting Purge Vessels, Structure detrsuction by buffing bomb
I've been thinking a bit more on this issue and something occurred to me: Reverie has certainly become less useful late game in rebellion then it would have been in diplomacy. In diplomacy it could lock down the biggest fish in the pond(capitalships), which is nolonger the case(titans are immune to disables). Moreover there is A LOT more AoE flying around now the least of which is the advent titans attacking 4-3-3-4 enemies with their fore-side
So let me get this straight: you've turned the structures designed to make sure the game eventually ends into penultimate defend structures which allow a player to better hole in, making it more difficult to end the game? The complete reversal of superweapon's intended purpose amuses me- to each their own though I suppose.
[quote who="Seleuceia" reply="78" id="3192443"]Culture is extremely hard to overrun...1 culture center on a planet can hold off something like 5 nearby ones (dont' remember the exact number)...also, capital ships, SBs, and titans are twice as good at repelling culture on friendly worlds as they are on neutral, and you cannot repel culture while on an enemy world... So, that explains why it is extremely easy to repel large amounts of culture...but this is an entirely differ
[quote who="CoronalFire" reply="90" id="3192285"] Quoting Volt_Cruelerz, reply 89Well, if you want to incentivize going fully mobile, you could always make it so that the various VL mobile techs all increase the tax percentage, making setting down roots more and more futile. Not sure I understood this. You saying having SttC taxed differentially to fleet supply, i.e. not the same rate, so a 75% penalty fleet only takes 50% of SttC, except with research that c
[quote who="Volt_Cruelerz" reply="60" id="3191899"] Quoting bilun, reply 58Couldn't you apply a negative value The Culture Spread modifier used in the Expulsion buff to the targeted gravity well? Then again I don't know squat about modding so I'm probably missing some key engine limitation. That wouldn't make anti-culture, that would just make it send out reduced culture.[/quote] utter failure in reading comprehension on
[quote who="Volt_Cruelerz" reply="57" id="3191889"]I'd do that except that there's no way to do that via modding.[/quote] Couldn't you apply a negative value The Culture Spread modifier used in the Expulsion buff to the targeted gravity well? <span style="text-decoration: line
[quote who="Ekko_Tek" reply="15" id="3191445"]It's actually been *crickets* since 1.03 really from the devs - will 1.04 be the Holy Grail of Balance we've been waiting for? Should be within the next week or 2 I'd hope.[/quote] Actually we were told the earliest 1.04 would be out is towards the end of july. So 2 weeks is sort of best case scenario. That said, the week after 1.03 was released(so last week) was vacation week over at