[quote who="Volt_Cruelerz" reply="23" id="3138987"]LF deal 75% damage to LRF LRF deal 150% damage to LF LRF counter LF and should. With corvettes, I'd be afraid to nerf LRF too much and if you nerf LF too much they'll be OP early on and lead to a lot of spam rushes.[/quote] I thought LRF did 133% to medium armor.
bilun
[quote who="SithLordAJ" reply="13" id="3138903"]Yeah, I was going to say... something interesting would be straight up damage reduction, but I would say LRFs might bypass it, though it might not be necessary. (they are designed to kill LFs afterall)[/quote] Aye I agree. I meant have a tech adjustting specific weapon types. I'd assumed anti-medium wouldn't be one of the modified weapon types.
[quote who="SithLordAJ" reply="11" id="3138874"]the reason they die fast is because they are high up on the auto target priority list for a lot of ships. fix that/make the targeting list more evenly spread and the problem will take care of itself you'll notice your other ships have better survivability while you have LFs out because your LFs are taking all the hits due to the targeting priority that said, i wouldnt be opposed to a late game tech for all factions that
Also useful way of doing quick malice mental math: Each frigate affected by malice & hit by the AoE increases the damage of the AoE by about 10%, each Cap ship 15%. So a 1000 damage AoE that hits 2 capital ships and 4 frigates can be expected to deal *roughly* the same damage as a 1700 damage AoE would do. The actual reality is a bit more complicated as it is affected by variance in armor(also the above approximation doe
What you're describing is in a nutshell the advent rebel fleet strategy. The loyals personify the traditional advent battleball, making said battleball even harder to nick with suppression Aura & +2% max shield mitigation(not to mention several fleet wide damage bonuses). As a result I'd say the loyalists are better at dealing with small fleets of hard targets(fleets composed mostly of capitalships). By contrast the rebels are *in general* very g
IMO the problem is they jus tget shredded too easily in late game fleet combat. LRF deal 133% to them HC deal 125% Bombers only do 50%, but bombers shred everthing anyways LFs are fairly soft and cheap, making them relatively vulnerable to AoE. Which basically means they are vulnerable to 4 of the most useful sources of damage late game. Additionally it does without saying titans w
Thread title has a double negative...
So I had a thought over in another thread. The advent have always ahd trouble dealing with hard targets such as starbases as they have no strong anti-module ship such as the TEC's Ogrov or the Vasari's Orky. What if guidance were instead reworked into an anti-structure ability? This would certainly fit as the Revelation is meant to be a heavy assault capitalship. Perhaps something similar to the Cielo's Designate Target abi
[quote who="KING-B" reply="1" id="3138036"]Hmm...sounds to fanatical. Sounds like something the loyalist will do. But siege vessels aren't cheap. May not be too cost effective. #just saying[/quote] Sacrifice & life/death is more the Rebel's schtick- the loyals are fanatical but generally do their fanaticism while still alive. That said, yeah they are kind of expensive. That said I like the idea of giving
People keep overlooking that a single novalith can keep it's debuff on 3 planets at a time. 4 novaliths can keep their debuff on 12 planets. That's a tremendous amount of income lost. It isn't "useless" because you can't keep it up at all timeso n every single planet your opponents control. 12 is more then enough to keep the debuff active on all of a player's major worlds(desert/terran/ice), and likely will blow a few aster
So I just has a thought on guidance. Since The Revelation is supposed to be the advent heavy assault/seige ship and the Advent has always had trouble with hard targets such as starbases(destroying which is often part of taking a planet) what about reworking guidance into a skill designed to help the advent with assaults on heavy fortifications. Perhaps a targeted damage buff similar to the Ceilo's Designate target but have it <span style="text-decoration:
[quote who="Frostflare" reply="7" id="3137033"]Bilun, Unfortunately, I don't have time to do a point-by-point reply. However, I have three general comments: Thank you very much for your input! It's much appreciated; in fact, I'm giving you karma for it. You were critical, yes, but your criticism was constructive, which is always welcome Your ideas make a lot of sense, much moreso than mine. I have one or two minor disagreements with
[quote quoting="post"] (disclaimer)I am a noob(/disclaimer) It occurs to me that certain vanilla units are either underutilized or otherwise eclipsed. With this thread, I would like to: Enumerate a list of units I think fall into this category Modify said list according to community feedback Make suggestions as to how some of the units on this list could be fixed Modify said suggestions based on community feedback Forthwith the list
[quote who="SithLordAJ" reply="11" id="3136937"]I see no reason Mass Communion couldn't be better in both directions: discount on new temples and bonus on scrapping, same amount. However, I wonder here... why wouldn't you drop a SB with the max culture tech? it's a very concentrated source of culture, and because of that, moves the lines more effectively. Plus, it has guns to defend itself.[/quote] Aye I was tossing around the same point in my hea
Actually I wish they had done it in an even better controlled more targeted manner. Something like: Phase 1: only TEC Phase 2: only advent Phase 3: only vasari Phase 4.1(shorter phase): TEC & Advent only Phase 4.2(shorter phase): TEC & Vasari only Phase 4.3(shorter phase, but a bit longer then 4.1 & 4.2 as this matchup has always
[quote who="SithLordAJ" reply="9" id="3136777"]I kind of concur on Bilun's view; I'm of half a mind to switch them: Loyalists get the cheaper temple of communions and Rebels get the Global Unity. Both should go down a tier. As for the purpose of Global Unity, it is a culture-based defense network. Hostile culture broadcasts will need quite a bit to push back the combined might of all your planets (even though vice versa is not true). Even when every st
Well then disregard most of what I said on provoke hysteria. I was working under the assumption that the planetary-bombing stat on the infocard worked like every other weapon type...apparently I was mistaken. I still find it annoying that Provoke hysteria only deals more damage then drain planet against 6000 health planets(equal or lower against all other planet healths), but this bit of information on planetary bombardment certainly makes provoke hysteria s
[quote who="Pat_22_" reply="31" id="3136517"] Quoting bilun, reply 29Here's the thing: most capitalships can deal 40-50 DPS with planetary bombing(that's before upgrades). Against a 6000 HP planet Provoke hysteria deals 60 DPS. Against planets with smaller HP it can actually deal less DPS then planetary bombing then unupgrade captialships bombing. Add in the bombing upgrades and Provoke hysteria often deals damage to planets more slowly then basic planetary bombardment by the Rev
[quote who="MayallCommunion" reply="24" id="3136092"].... Bilum Invoke Hysteria is probably the best siege ability in game. [/quote] Here's the thing: most capitalships can deal 40-50 DPS with planetary bombing(that's before upgrades). Against a 6000 HP planet Provoke hysteria deals 60 DPS. Against planets with smaller HP it can actually deal less DPS then planetary bombing then unupgrade captialships
IMO revelation has 3 2 problems: First, Provoke hysteria is rather lackluster. I had a thought for a simple(and thematic) way that Provoke Hysteria could be buffed and made more useful. Change it from it's current form to: Provoke Hysteria: Reduce duration from 40 seconds to 25/30 se
[quote who="Pat_22_" reply="27" id="3135793"] Quoting MayallCommunion, reply 26Not at all if you want to kill capital ships, the Halcyon does it better with the 4 bombers from the beginning. Corvettes also, and LRFs melt capitals. Alright, two more questions: 1- Surely Detonate Antimatter, which can pretty much entirely shut down an enemy cap's abilities, has some value, depending on what cap the enemy has? ( It wouldn't do much against a H
[quote who="SageWon" reply="5" id="3134629"] Quoting bilun, reply 4This is with the current Beta 2a. 1) After clearing a planet with too much hostile culture to colonize - in Trinity, I could typically just wait it out - eventually a planet in hostile culture would become colonizable anyway after a certain amount of time. But in this release, there didn't seem to be such an allowance - I could not colonize it at all until I could push more of my culture into the area - bug
[quote who="droid_orat" reply="3" id="3134504"]The same unexplained culture spreading started happend to me as wella sfter recent update. There have not been an any deliverence engine shots (no announced construction, no shots visible) - culture just burst from every of my planets simultaneously. I am worried, seriously. This is definitely a bug. And it needs to be fixed.[/quote] &nb
[quote who="Pat_22_" reply="62" id="3134452"] Quoting bilun, reply 612 novaliths can still kill population faster then 6 worlds can generate population. Moreover among surrounding planets there will rarely be more then 1 or 2 large worlds(including the word it's self), asteroids/moons have small enough populations even sacrificing a few of them don't offer the disuasion that Wail is supposed to create. You're still talking about a lot of time setting up a single a
[quote who="Pat_22_" reply="60" id="3134421"]With the upcoming limit of two super weapons per faction, it will be much harder to completely disarm all wail possibilities seing as you would have to kill the population of the planet you are planning to attack, and every other advent rebel planet adjacent to that one. With only two novaliths, that probably won't be possible.[/quote] 2 novaliths can still kill population faster then 6 worlds can generate popu