[quote who="AseOfSpadez" reply="1" id="3149584"]Just remove the corvette's effectiveness against capital ships. That would really reduce the overuse of the corvette.[/quote] No thanks- one of the best things corvettes did for overall game balance was give an early game counter to carrier-Cap rushes. Honestly I think they fit well in terms of ship vs ship balance. Sareth might have a point that they demolish structures a bit too easily as none of
bilun
[quote who="ShadowSlayer56" reply="2" id="3149562"]did the extra attack rate and damage show up on the info card? if not, thats why i thought it could possibly be bugged [/quote] Planet for a Planet should be working atm. That said the infocard is wrong, planet for a planet gives bonus damage and attack range, not attack rate. The planet for a planet buff on the infocard reads: "+25% damage +10% weapons range"  
Planet for a planet is working fine(doesn't trigger if you scuttled a planet though, which I doubt it's supposed to). Assimilated Populace has been broken ever since the patch that was supposed to increase it's duration(it worked before that).
[quote who="MayallCommunion" reply="83" id="3149358"]Bilun. This is rebellion, not diplomacy. LRFS get shredded now.[/quote] Corvettes are the chief difference in regards to LRF. And frankly flak counters corvettes every bit as hard as corvettes counter LRF. The fact that LRF in turn have a counter does not change the fact that they can counter repulse- everything should have a counter, it's not reasonable to expect a counter which it's self cannot b
TO restrict the OP's idea a bit: what if it triggered when you kill an enemy Capitalship or titan? that doesn't happen overly often and is a significant triumph. Would make the ability a great deal more useful then the current out of combat AM regen.
[quote who="MayallCommunion" reply="81" id="3149123"]Javelis do suck when almost every single unit built in the game does large amounts of damage to them;P javelis primary design as to be anti-medium a counter to LF's which are also no longer built. Corvettes, Flak, Heavies[/quote] You joking? LRF shred pretty much everything. They have a very high DPS per supply and antimedium damage does 75% damage or higher to pretty much everything. &nbs
Cowards submission has IMO always been one of the coolest techs available to the Advent loyalists- but it also has never really been a huge factor. The chance is a bit low IMO to really be noticable, but the larger problem is one held in common with the coronata's Subjugating Assault:Cowards submission can't steal enemy ships when your fleet supply is full- which is especially a problem fro this tech being that the opponent is in control of when ships are stolen, no you. <p
[quote who="OmnipotentSnail" reply="5" id="3148804"]Well even if it is guaranteed to die, the Eradica can still do a hell of a lot of damage in 60 seconds with 75% faster ability cooldown and 500% AM regen. The Advent have always been about fleet synergies, so even though you lose the titan, you can decimate your enemy's, then rebuild the titan. And while it's true that in multiplayer people may stratigize to minimize the ult's usefulness, the AI is no where near smart enough to d
[quote who="GoaFan77" reply="67" id="3148805"] Quoting AseOfSpadez, reply 64I'm not doing these quotes right, am I? Afraid not. Quoting Volt_Cruelerz, reply 65If not mitigation, how then do you suggest changing GRG such that it works well with a fleet rather than as a standalone? If you want it to boost damage, even additional damage reduction or reducing armor is easier to balance than mitigation and has the same overall effect. Or what I'
[quote who="GoaFan77" reply="56" id="3148740"] Quoting Volt_Cruelerz, reply 53Except that mitigation debuff allows the surrounding fleet to contribute instead of turning the Kol into even more of a standalone. Weren't we just saying you basically need a Dunov to make GRG useful? Dunov/Kol/Celio is actually one of the more complicated TEC synergies available. I don't think its fair to call it a stand alone, even if all of its abilities are single target. You&
Domina doesn't need any more love IMO. I could see it being done if the facing requirement were restored to suppression. But the current ability doesn't need to be any more flexible.
[quote who="Scudhawk" reply="31" id="3148485"]I already mentioned this before but.. "I think a simple 600 second (10 minute) Debuff when it's rebuilt for example "reintegration". During the debuff period the titan would have reduced weapon range, increased weapon cooldown, abilities disabled (or cooldown increase), lowered AM regen, lower shield / hull regen, and maybe a little extreme but no xp acrued. If you wanted a reason you could argue the new crew would need time to get back up to
So it thought I'd dredge this thread up to discuss the recent buffs. Personally while a step in the right direction I suspect they don't really change anything. The lower ranks of Guidance weren't touched, and since Pretty much everyone is going to still skill up Reverie first, that means there probably won't be a difference from before until revelation reaches level 7 or 8. Not taking the obligatory 1 rank i
[quote who="Volt_Cruelerz" reply="38" id="3148420"]Quoting GoaFan77, reply 37 Quoting Volt_Cruelerz, reply 35GRG may deal a "lot" of damage, but after mitigation, it's really not that much. Well lets see, in Rebellion GRG does 400/670/940/1210 every 6 seconds. That's 67/112/157/202 DPS, or roughly adding 3.5/5.5/8/10 Kodiak heavy cruisers worth in firepower. Even with mitigation the DPS isn't bad, its the fact that it can't sustain it for very long. Even
[quote who="Volt_Cruelerz" reply="13" id="3148080"] Quoting GoaFan77, reply 11Yeah, 7% shield mitigation is huge, let alone 17%. In one of my mods I have an ability that at max reduces shield mitigation by 20% without other effects, and its pretty good. GRG actually has decent damage output if you can keep the thing feed with antimatter. And ability disable/cooldown/antimatter cost debuff would make it more of a capital ship killer like Radiance and Kortul. <
[quote who="MayallCommunion" reply="8" id="3148036"] Volt im not entirely sure but does animosity effect strike craft. Because if it did, it would be an amazing anti strike craft ability with your rebalanced races mod. But I do find the buff to Detonate AM necessary but it would not hurt to have it. As for the Kol I agree with the fact that Force Field should be a passive. But I still think Ion bolt is more fitting on the Kol than the Akkan.[/
[quote who="GoldenShadow" reply="5" id="3148026"]Whats this all about? If you lose a titan in battle and rebuild it, does it start at the same XP level as the old one? Is that how it works, or is he asking for this to happen?[/quote] That is indeed how it currently works. DUe to the importance of a high level titan this results in it actually often a good idea to send your titan on a suicide mission as long as it's a suicide mission where the titan will
[quote who="GoaFan77" reply="3" id="3148018"]Agreed. I'm all for an ever increasing build time or a one or two level penalty , setting it back to level 1 is too big of a penalty.[/quote] This would be so simple and so perfect. Would be a bit of a drag for the Eradica which has to die to use it's level 6 ability though-but that would be a separate issue to be addressed later if at all(after all, let's face it: Chastic Burst A
Excellent Post Mayal, and I definitely agree that it's a big factor that the Kortul can boost both offense and defense in a single ability. Your post also made me think on the converse of that topic: another thing the kortul has that neither of the other two do is a "one point Wonder" ability- something that get's essentially can fufill it's entire purpose at rank 1(Jam weapons) and the increased ranks only boost how often it may be used. The result is that it can
[DISCLAIMER: all suggested modifications to abilities and stats are meant as a proof of concept- the numbers aren't final and are only included to give a rough estimate of the changes- please focus any feedback on the ideas behind the changes rather then only on whether the current numbers are balanced(though numbers feedback is also useful)] General
[quote who="cirving4444" reply="12" id="3147777"]when you take over the planet you get all the structure in the gravity well, including turrets repair structures the works, except a starbase. That way the defense strucures there (if any) could possibly hold out till you get a fleet there to de[/quote] The dubiousness of the benefit was only half my argument- the other half is that all the benfits on tipping the planet in the world don't matter if you can't tip t
A 200 frigate fleet shouldn't be stoppable by anything short of an equally powerful fleet(well assuming we're talking about real late game frigates, not LF or corvettes). By that stage of the game any main fleet will have little trouble stomping any starbase(with the only exception being an unexpected red-button argonev). Frankly at that stage of the game, the much of the game strategy comes down to getting your fleet where the enemy fleet isn
[quote who="sareth01" reply="24" id="3147688"]A possible buff for reposession would be at ability level 2, the advent player also keeps all the planetary upgrades and 51% of the population, allowing for a very fast change of hands. and almost immediate production. The new planet should however have low loyalty rates at the start. This alone would make the coronata a "superweapon" of its very own. The advent rebels have wail of the sacrificed as their military super
[quote who="cirving4444" reply="5" id="3147579"] Quoting Seleuceia, reply 3Tweak those numbers and let the deliverance engine buff last longer, and your enemies will start losing planets to culture as fast they would to to novalith bombardment... This idea works too, but the whole advent idea is to convert. My version of this idea would be if some how you are able to get the enemy culture on a planet to 0 it will become your planet and all structure in the gr
I still rather like the idea people had a few week ago to have deliverance engine additionally disable enemy culture-buildings in the targeted well for awhile(3-4 minutes would work). It would enhance the deliverance engine's ability to accomplish it's existing purpose(enhance culture-attacks and ensure the advent fleet can get it's in-culture benefits for a key battle) without adding any whole new purposes(such as widescale conversions).