It could be worse, they could have shields.
Senza32
[quote who="GoaFan77" reply="7" id="3246263"] Quoting Senza32, reply 6I'm assuming by logistic slots, you mean command/ capital ship crew? I think he means fleet supply.[/quote] I think he means bananas.
I'm assuming by logistic slots, you mean command/ capital ship crew?
I hate fighting the new Eradica at high levels..... it's difficult even with your own high level Eradica. And I don't really think superweapons are the way to go either, after all a Novalith is supposed to be able to wipe out some smaller colonies on its own... I don't think a Titan could survive that, so it wouldn't make sense for a Titan to only take like 4k damage. As is being discussed in the other thread I think a buff to Starbases is in order...
Not really. I personally consider TK Push to be vastly superior to flak burst and I'm sure I'm not the only one, but it still doesn't help against Kanrak sniping... Also, since when did the armor upgrades more than double the armor? It's only 2.0 -> 4.0 for the 2 upgrades, isn't it? And that's only at very late game.
Probably. Just put enough unnecessary humping and boobs and there and it'll be a hit (See: Game of Thrones (no offense to those who enjoy it, I know there's more to it than just that, but I still wanted to make the joke :p)).
Sareth, talking in a totally condescending way is not helping people stay on topic, please just let it go. Now, back on topic? Please?
Sound like good ideas Joe, can we make it OFFICIAL? :p I'm not quite sure on buffing the Orky's weapons, but I suppose it does have trouble against large single targets, whereas it tears up any frigates present. I honestly think this is a better solution than moving starbases. Would the tractor beams be an ability, or an additional weapon? I think that with taking up 2 upgrade slots if you get both, making them a weapon would be more appropriate, and less annoying to micro. I
I'm not really sure how a Novalith targeting a ship would work, those things are hella slow. A starbase, sure, I guess, but it'd still have to be a really good shot, and wouldn't work against VR.. I do agree the DE needs a buff, like everyone else in the universe, however.
I would so watch this hypothetical just now thought of TV show.
[quote who="Rovert10" reply="7" id="3241895"] Quoting SpardaSon21, reply 5As long as it just disabled them and didn't destroy them that would be a great idea. I'd still like to see some other buff to the Ankylon's fleet utility though so it isn't a useless space brick. In a practical sense. The Ankylon is just another Kol atm.[/quote] I wouldn't go THAT far. But it could definitely stand to be more useful.
I think the Maw should just be channeled..... that way you could interrupt it with Disruption Matrix. I do agree that the Ankylon needs a buff, particularly to group shield... damage would be good too. But nothing too extreme.
[quote who="Teun-A-Roonius" reply="78" id="3241021"]MONSTROUS NECRO FROM HELL!!![/quote] We've seen much worse recently, but yes.
It is impossible to remove, you can only spawn more by using abilities.
I'm not sure if making the Ankylon faster is a good idea. The thing is already almost impossible to destroy without completely and totally overwhelming force once it hits high levels, and making it faster would just compound that. Then again, I suppose the Vorastra is already that way..... and the Advent Titans are pretty fast for Titans. Perhaps just buffing its speed slightly?
I vote for Joe's idea, with the addition that it also reduces shield mitigation on the Ankylon for the duration due to "overstressing" on the shield generators, to make focus firing on an Ankylon serve a purpose other than JUST wasting time.
The fleet system is pretty meh honestly, I've found that having all your ships in one large fleet is more trouble than its worth... I would recommend splitting up your ships into fleets of their individual ship type, so you can use them more easily during combat.
I suppose that is quite possible. Oh well, at least its known now, if it's an oversight, it'll probably be fixed eventually, if not.... well.
The Ragnarov is a giant gun with more guns attached to it. And I kinda agree with Joe's idea... though I'm not sure if he's serious lol cause that might be overpowered, though I suppose it wouldn't be that hard to balance.
Yeah I figured that out afterwards... but it still seems a little silly that arguably one of the most powerful Titan abilities in the game can't be interrupted.
They do still forge alliances, I'm playing a ffa on huge, 2 Vasari Rebels teamed up in another system, and to oppose them, an advent rebel and a TEC loyalist teamed up, I joined them, and an Advent Loyalist joined the side of the VR. Also, it seems that Nano Leech is not interrupted by Disruption Matrix for some reason.
It seems that nano leech cannot be interrupted by Disruption Matrix, now that it affects Titans. The Kultorask can't use its other abilities, but nano leech continues to work if it was already active.
That's basically what I was saying, and yes I agree on the duration/cooldown, at least for lower levels of the abil.
The AI use Armistice all the time (it's ridiculously annoying to face an AI with a level 6 Akkan lol), I thought that wasn't set to autocast by default?
The biggest problem with the Ankylon is that it is almost useless early game, it's actually very powerful if used correctly late game, but often times it won't get this far. I personally think Group Shield needs a moderate buff to damage reduced, since it doesn't actually reduce 82% at rank 4 like it says it does. I think Group Shield applying to all ships within the radius, and not being targeted, would be better and make more sense than the current implementation. To compensate