[quote who="GoaFan77" reply="10" id="3126634"]each other?[/quote] Doesn't matter if they combo(well it does but that isn't what I meant), I was just referring tot he fact you have a 10% chance for both enemy and ally units. As I said, any of the calculations involving repeated revives is more work then I was willing to put forth at the time of posting. I was merely saying that for the purpose of a single battle the difference b
bilun
[quote who="RilletSnowy" reply="3" id="3126591"] "I mean, for every 10 you lose, you get 1 back" Not true. Gambler's fallacy. Just because you have ten ships does not mean any will come back. Every ship is a coin toss independent of the others. Every ship that dies has a 10% chance of returning. Those are bad odds no matter how you look at it. [/quote] Well that's not quite Gambler's fallacy(it's related to be sure) but technically Gamb
[quote who="GoaFan77" reply="1" id="3126462"]I don't think they have a particular play style like the TEC factions. What are supposed to be their two main techs, Return of the Fallen and Reanimation, probably work better on the offensive. Recharge shields and the rest are just bonuses to round them out. Their main theme is clearly sacrifice/control over life, and these powers can be used for both offensive and defensive purposes. To gear them more towards defense like the TEC loyalists wo
In the last day or two I've done a lot of thinking about how Advent Rebels gameplay should be differentiated(this is more changing playstyle rather then thematic differences). As I said in my first post I believe the Loyalists tree is pretty well designed in terms of promoting a unique playstyle. The Rebels however is not IMO. In particular many of their techs fail to define their playstyle much by coming too late in the tree. I just put
The Advent Loyalist technologies seem more or less ready IMO. They have a well unified theme to them which encourages a specific playstyle and a very natural progression which gives the advent loyals the tools they need at the stage of the game they need them. By contrast I feel that the Advent Rebels techs are not currently so well designed. Some of their techs are just broken or bad, and others don't become available during the 
[quote who="martox1" reply="135" id="3125872"]c can kill an unsupported lvl 1 titan[/quote] Tons of things can kill a lone level 1 titan. It's the leveled up titan that's hard to manage.
[quote who="MayallCommunion" reply="14" id="3125331"]an enemy shooting his SuperWeapon at you, you select your 'Anti-Superweapon' and click 'Intercept Superweapon' or something. Ofcourse[/quote] not really. Auxiliary government can be used to make the planet damage not an issue. The bigger issue is the unavoidable population damage & economy debuff gutting the economy of that world. And the planets you're least
[quote who="JuleTron" reply="38" id="3125051"]I do not think that new techs will be added just to balance one sub-faction. Each sub-faction gets the same number of unique techs, all of which are shown on the sub-faction tab so a change in the UI would be needed as well. [/quote] You're probably right. I'd considered the same, but sometimes I like to satisfy my creative urges even if I know there's virtually no chance of any of my ideas being implemented. &nbs
[quote who="Volt_Cruelerz" reply="35" id="3124998"] Quoting bilun, reply 33 [...] Idk what Mass Communion does by default, but the other two suggestions are really OP IMO.[/quote] Mass communion at the moment just gives a 25% discount to temples of communion. It isn't very useful as it is a T4 research that requires points in unwavering belief to research. Which means by the time it's available you've already built most of your
Auxiliary government keeps you from losing the planet, but there really need to be more counters to the population damage. In particular the Advent rebels need something as novaliths can fairly easily diffuse Wail of the Fallen, which is arguably the rebel advent's single strongest and most game-changing technology. Even for everyone else, novaliths can fairly easily and quickly cut the income of high economy worlds dramatically, really putting the hurt on the
If it's not already the 5% chance should be made immediately before the ship phase jumps and any ships that are converted should remain in the system they were fleeing. It's kind of silly if they immediately get blown up by the 95% of the fleet which is still loyal.
Just had another thought: Since the Advent rebels seems to be intended to be more defensive(Expulsion, recharge shields, and wail of the forsaken all encourage grabbing a few high value worlds and holing in), what about giving them some technologies related to starbases. this could also be used to develop the late game fortified culture bomb theme present in the concepts of Mass communion & Repulsion. Perhaps Technologies something like: <p
What if Recharge shields were just changed to a repair platform upgrade? Improve the repair platform's ability to restore 30 shield/sec in addition to the current 30 hull/sec(so 10 seconds for +30 shield/sec & +30 hull/sec for 30 AM). no AI changes would be necessary as a ship missing much hull will be missing pretty much all of it's shields. Additionally moving the ability off of temple of renewal and onto repair platform would fix the problem p
Aye I'd assumed it works against Ion Bolt. My main question was whether it protects against partial disables such as the ability disable on detonate antimatter(which only disables abilities, not movement/weapons).
This technology IMO has a lot of problems. First it comes out way later in the game then the stage where it would be really be most useful(early game when the advent rebels are playing defensive waiting for their late game unique researches). Another issue is the horrible antimatter efficiency. TEC repair platforms even early game repair 40 hull/sec for 20 antimatter. A temple of renewel+rapair platform(techn
I would really like to see a few new anti-bomber tools. Perhaps add 1 research topic to each race(shared by both factions) on this topic. Perhaps something like: TEC: Superior Blast-shielding(1 level): Grants capital ships an additional 1 armor per capital ship level against damage dealt by bombers(to a max of 10 extra armor for level 10 capital ships). Frigates gain a static extra 1 armor against dam
Okie doke, guess the proverbial winds aren't blowing the right way. Just had an idea and thought I may as well put it down.
[quote who="sareth01" reply="27" id="3124195"]In general the beam techs of the advent have been becoming more and more irrelevant in the game. First there was the grandaddy of advent nerfs, the illuminator "bug" nerf. Then the bomber spam nerf to capital ships, bombers just did 15% less damage to them. While needed, this really gave vasari capitals an indirect buff and allowed them to really widen the advantage against the advent in a early starbase rush situa
The biggest problem I see with disabling the phase drives of corvettes is they become a defense that can only be used on worlds that spend logistics on frigate factories(at the very least they would need to be producible at hanger bays IMO). What about limiting them to traveling at most 1 jump away from a friendly controlled gravity well(that would cut down on their offensive uses but still allow them to travel around your territories)? </p
I agree entirely starbases need a facelift with the addition of titans. Especially for the TEC & advent who's starbases are less suited to dealing with very hard targets(such as titans). The presence of titans is a pretty big blow to the defense provided by starbases. I disagree on adding *default* antiair to starbases. After all, only 1 of the three factions has access to the alternative to bombers(Ogrovs). That said, I think the starbase upgr
Honestly I'd just like to see them get their own damage type. They are perfect against LRF, a bit too strong vs LF(would be nice to drop their dmg % vs medium armor to maybe 110-15% instead of 125%). The biggest things that need to be nerfed IMO are their damage to structures and heavy armor(flak & carriers should be a counter to corvettes but corvettes do 100% damage to heavy armor). Also as a matter of form dmg to very heavy should drop to 75%. &nb
With it's economy & strong early game units, the TEC never should have been given corvettes on par with the Advent regardless. The Advent needed strong corvettesto essentially fix their early game issues(most notably lack of an effective counter against early LRF & lack of a counter to carrier rushes against other races with better economies). In genera early game advent units have always been a bit better then the others per cost to compensate their poor economy(
[quote who="sareth01" reply="24" id="3124112"]@ Volt Hmm I would say give the advent loyalist guardian an additional effect, that their guardian increases armor by +1 or +2 for all ships affected by the shielding ability. This would go a long way for justifying a player to get guardians earlier, and both factions need this justification. [/quote] That sounds lovely. Would give the advent loyalists some much needed mitigation against bomb
[quote who="JuleTron" reply="19" id="3124101"]Eradica should simply get much higher base Psionic surge damage[/quote] Glad to see someone else agrees. The eradica matches TEC titans in research scaling damage. It needs a weapon damage tune up, but none of it's research scaling weapons should be touched. A buff to the psionic surge damage would be perfect.
[quote who="mcintire" reply="28" id="3124021"]... Btw, all races can reduce the impact of the Novalith. The Advent bombing protection research reduces the damage from 3500 to 2950, the vasari have a similar research if I recall correctly, and the TEC can use their planetary shield to reduce it to something around 750 ~ 850.[/quote] The problem isn't the damage, starbases can protect key worlds from that. The problem is the unavoidable po