[quote who="Mow Mow" reply="8" id="3161968"]It's likely to be the case that Dark Fleet abilities will cost resources. And/or perhaps, Strip to the Core may be raised to a tier 8 research. Or perhaps, this ability will be much more balanced if it only works when your Titan is in the gravity well. [/quote] Changing the tier of Striped to the core means pretty much nothing as long as the vasari loyalists have a tech th
bilun
[quote who="Sinperium" reply="2" id="3160852"]That' the spawning grounds for the Orkuli...must have gone there to lay eggs. That's where baby Orkuli go to be born.[/quote] I knew we should have fumigated....
[quote who="Nichtganz" reply="1" id="3160811"]... The Vasari titans atm are not the best, the Antimatter drain on the VR Titan is over the top and could use some tuning but compared to the other racial counterparts they are quite weak.[/quote] You joking? Nanoleech isn't "a bit over the top", it's a single ability that's more powerful then entire other titans, In a single ability it pretty much hardcounters everything except for bombers and
[quote who="stein220" reply="3" id="3160119"]If you could change the armor type, what would it counter and be countered by? Corvettes countering lrm but being countered by flak (as it is today, more or less) makes them just sound like big fighters with abilities. if they were partially countered by lf and flak, that might make them a bit more interesting. [/quote] The armor type IMO isn't the problem. Pretty much every type of
[quote who="Mr_Book" reply="10" id="3160076"]... In my humble opinion 5 minutes is unnecessary and will swing the pendulum too far to the nerf side.[/quote] Honestly I don't think anything less would make a difference. For a delay to actually constitute a counter, the vasari's opponents need enough time to: A). Marshal their forces(which may take some time as they obviously didn't have the for
[quote who="Volt_Cruelerz" reply="5" id="3159833"]Vasari bombers are also harder to deal with than the other two races as they're the only ones that can survive two shots by flak burst (though just barely)[/quote] Not to mention they have phase missiles so they melt capitalships much faster then either other race's bombers.
Yeah, the planet consuming tech really should be moved to a later tier of research IMO- it can be rushed way too quick. Then again, with how stupid-fast the loyalists can get labs from their capital-ship-lab ability, it may not make a difference. Or maybe have something that gives the vasari's opponents more time to retake their planet before it gets chewed to pulp-like a 5 minute timer after a planet is colonized before it can be devoured.
This is why they really should have created a new damage type for corvettes. Corvettes needed to be good at 2 things: killing LRM frigates and killing capitalships. Among the existing damage types composite was the "best choice", but It's far from perfect. Composite deals great damage to everything, and can't eb changed to balance corvettes as it's a damage type also used by structures and heavy cruisers. Really if stardock were willing to
No thanks. Starbases stationed in Neutral Wells SHOULD be less defensible then those in friendly territory- being able to put down starbases in a neutral well is a very potent tactical advantage at times, and having those fortifications as stalwart as those of a friendly planet's would just be too strong. I'm not even going to go into the problems providing logistic structure in neutral wells would create.
I agree- while corvettes are certainly too broadly useful atm, I do certainly like them in principal. Not to mention I feel many are quick to forget that there have been a few beneficial effects of corvettes on game balance: they have added a reliable early counter to carrier capitalships and LRF. Yes they are OP atm, but only because they are strong against more or less EVERYTHING ELSE(and lack a sufficiently hard counter considering the
[quote who="JJBuck2" reply="3" id="3158634"]....too many Antoraks or Space Eggs. [/quote] But I love putting all of my space-eggs in one proverbial space-basket! All right, I'll go home now.
[quote who="Volt_Cruelerz" reply="4" id="3158526"]Why did you completely misquote me?[/quote] My mistake- I have the habit of highlighting bits of text as I read, and on these forums since when you press "quote" it quotes any highlighted text rather then the relevant post. As a result occasionally I accidentally press quote with some random line of text still highlighted and get the wrong text in the quote- this would be the first time I didn't catch i
[quote who="Volt_Cruelerz" reply="2" id="3158523"]If only they got their own armor type...[/quote] or better yet their own damage type(their armor already sucks against everything besides capitalship damage- the issue is they shred just about EVERYTHING)...
I've done a bit more thinking on the topic and heres the conclusion I've arrived at: IMO the hull damage is fine, the problematic elements are: 1). The ability at higher ranks to deprive entire fleets of capitalships of AM. this ability is pretty clearly meant to be ana nti-frigate fleet tool, but due to the high AM drain it pretty hard-counters capitalship heavy fleets as well. Consequently the purview of counters is just too
This has traditionally been a difficulty to balance matchup. Both are late-game superstars, but the real complexity comes from the existance of phase missiles and the dependency on the advent on shields. With rebellion advent got a potential +20% phase missile block while in friendly culture(though with how deep in harmony the last tech is, practically speaking for multiplayer you likely more often have 10%), leaving the enemy with 30-40% shield bypa
Honestl;y I think Nanonleech has a bad case of "does too many things and scales up in mutliple ways resulting in OP higher levels". If it just did the hull drain/repair it would stil be very competitive(probably better then the TLT's savage defense), but the AM drain being added to the mix makes it go way overboard. Let's go over the perks of Nanoleech: 1). enemy frigates with less then maybe 1000 hull regardle
[quote who="Pat_22_" reply="71" id="3155345"] Quoting Rovert10, reply 70Quoting AdAstraPuA, reply 69Quoting lbgsloan, reply 68 The starbase moving thing is just over the top power late game. It's a second fully upgraded titan that costs no fleet cap as others have already said. Corvettespam is not working on these ones? I thought 200+ corvettes will eat everything even Vasari moving fortresses... Corvette spam doesn't do crap aga
Honestly I think they should just not allow artifact worlds to be devoured beyond the dead asteroid point. It's needlessly complex and subject to abuse to do it any other way I think. For example in the Artifact World game setting, if titans carried artifacts the vasari could just load said artifact onto their titan and use Phase stabilizers to waste time until they win without there ebing much the enemy could do to stop them in a reasonable timeframe(especial
Honestly I think nano-leech is already overpowered at later ranks(mostly just the AM drain- the damage aspect is fine)- last thing it needs to be extended to more target types.
Honestly my favorite idea I've seen on the forums is leaving it at T5, but have it be a 2-rank module that has to be added to starbases rather then all orkies start with it(which the first rank allowing the jump but applying some sort of debuff to the orky on arrival). A 6 combat-upgrade orky attack is a lot more managable then an 8 combat-upgrade orky attack.
Honestly I think it's main problem is that it has 2 utility actives and a weapons-damage passive- which is to say no real combat presence before level 6. It needs some Combat bonuses added to one of it's other abilities. Perhaps have Micro-Phase jump(or whatever the teleport is called) Debuff or damage enemies near where the titan teleports to: that way in addition to defensive uses, it could be used to simultaneously place the titan in position for all of it's ban
[quote who="R3DT1D3" reply="1" id="3154130"]Literally nothing you said was correct except perhaps point 2 but I haven't used it yet. [/quote] Looks like someone doesn't know what he's talking about...
[quote who="GoldenLegion" reply="8" id="3154112"]second Orkulus after the first is destroyed is inadvisable as the fleet that destroyed the first one will still be there. Your idea does have merit due to the fact that [/quote] The only reason they destroy corvettes is ebcause their pulseguns deal Anti-heavy damage which does 100% damage to corvettes. By contrast every other starbase has ALL capital ship weapons whic
Also fun fact: the Orky is the only starbase w/ non-capital type weapons- which is to say it's pulseguns do 100% damage to corvettes, whereas every other starbase's weapons ALL deal 25% damage to corvettes. And considering the Orky can attack 5/6 targets per bank(depending on research level), I suspect it will destroy the corvettes that other starbases fear.