Yeah ocean planet would be cool, not 100% water, but like 90% or so, lower pop than terran etc. Jungle planet would also be nice. Unique homeworlds would be awesome. Advent would definitely feel more balanced if they had extra logistics at their home. And of course fix some MP features related to map (Like good stock maps for team play) and bring back the resource option! Resource option was great! (Back in the day you could set low resource - neutral start
Astax
Call me a sentimental fool, but "in the old days" it was quite possible to survive with your homeworld 2v1.
Indeed. I just think that Ironclad really took the easy road of generalizing the factions a bit too much because they found it hard to balance otherwise. A game where advent start on a desert and Vasari start on Volcanic would be quite interesting (Yes obviously I know how to compensate for lack of crystal: spawn a neutral mine at the homeworld and add a capture neutral mine ability to phase missile turrets so that they can hold it indefinitely). Other things that could ha
I'm pleasantly surprised the MP community is still alive and kicking :) Got to play a game the other day, I must say I am in terrible shape, it shows. And I probably won't try to change that too hard, but it's always fun to have a game of sose.
Indeed. Also I recall that originally Advent were conceptualized to have Desert Homeworlds. In such a case the extra logistics required for teching would not be a problem. However with 24 logistics at home, it is a bit of a problem :/ If advent had a desert home with 4 mines (2 crystal 2 metal) it would possibly synergize a lot better with the faction.
Progen needs more HP and armor. It doesn't do much DPS, so it should be beefier.
Yes this change confused me as well.
I thought about games such as this. Although in my case I thought the empires should be controlled by players. There would not just be captains of ships, but players would also be governors and politicians and fighter pilots, and maybe even researchers and ground fighters.
Problem I see with the double carrier cap is not 1v1 situation, its the 2v1 situation more common in MP. vs 4 carrier caps you cant even starbase your home to hold out. And 4 carrier caps vs 2 suppress your caps to nothing. On a side note: Counter strikecraft abilities should be buffed, with exception of TK push. Since its on a carrier, it would provide air supremacy too easily.
Problem is you can't just say "Oh you didnt counter with HC" when moving from tier 2 to tier 5 involves substantial investment, plus u need time to build up critical mass of 10 or so HCs. In most cases where both sides are spamming their entire income in ships, throwing that investment down would mean your frontline would collapse. More prudent course of action usually is to play holding action, maitain your front by spamming flak, and hope an ally will bail you out. If
I would say game was at its best (most balanced) when half your fleet was naturally carrier. I don't even remember what patch that was :)
Circle of life :) Think Advent need a viable opener, yes. How are the Defense vessels holding up? I haven't had chance to play since last patch I believe.
TK push really? I don't think TK push is better at dealing with stirkecraft than Vengence. Especially when the strikecraft are targeting a starbase. Also I would say overseer heal is best ability that Vasari have now. Distortion field is no longer a free ability. U can't lock down the enemy fleet so if you distort field in the middle of them, you will pretty much lose that overseer. Let me try to formulate my own list here TEC: Missile Barrage Raze Planet<br
I propose decreasing LF damage vs all but carriers. Add a passive that increases damage vs Militia to compensate. Decrease LRF damage vs Cobalts to 100%.
Cultural Assistance should maybe increase max Allegiance and current allegiance in the grav well by lets say 20%. Scale duration vs cooldown to balance.
TEC has some starbase survivability issues, as other races have very nice goodies to keep their starbases alive, especially from the pesky Bombers. When you compare TEC arsenal to the lights of Overseer spam, phasic trap, vengence, and telekenetic push, they really do come up short. Not to mention shield restore and guardian shield bubble. I'm hoping the dunnov change will make it a viable solution. Thou one problem I see with a shield ability is that the damage shields take
My best counter to double Skirantra was a single cap, egg in this case, and rush to light carriers. Also what helps is jumping away after they cast a few squads. If they pursue you, they leave them behind and lose AM. Of course it sucks if you are defending because you lose that planet. Still it is true that they are very OP in the current form.
Subversion was only useful in frontline attack. Because the duration is so long that it stacks. You could end up with a very slow buildtime in 1 grav well, which is useful when you are fighting at someone's factories. But it's not that useful.
I dont think we need to buff the missile batteries. GRG should have unlimited range :O
Kol does have aoe while it uses finest hour it's attacks hit aoe no?
I tested the Kol change. It seems not too OP as I send it into a largely fortified terran, with like 10+ militia ships, and it did almost die :)
I hate cruel AI, only cause you have to 1) cheat them, 2)Map has to have only one early chockepoint and 3)Game takes needlessly long :/
Advent need a better lategame econ tech also. I think they need a buff to alure of unity. TEC have Pervassive econ, and Vasari have Returning Armada. Advent have Alure of Unity, which is terrible in comparison.
What about giving scouts an upgrade ability that costs metal/crystal that turns it from a scouting vessel to a more combat vessel? It would probably have to be a researched ability. You could replace the martyrdom upgrade, as ti is mitigated by shields, and is largely useless.