First off, HerrPinguin I'm glad you joined these discussions....
Now...
Everyone has pretty much left the carriers and colonizers alone for quite awhile so I'm going to assume those changes made to the Sova, Jarrasul, and Skirantra are alright...
I'd like to clear up the battleships as much as possible so we can focus on the other two ship types as much as possible....after reading everything these are the conclusions I've come to...
Kol:
Let's address FH first since it's antimatter regen affects other ability's antimatter costs...I like the suggestion of lowering the antimatter regen while buffing the hull regen...this prevents the massive lvl 6 milestone that significantly affects the Kol's antimatter reserves...
Finest Hour: Antimatter regeneration decreased from 5/s to 3/s; hull regeneration increased from 10/s to 15/s...
GRG needs to have more shock value i.e. more powerful/less frequent...higher levels of GRG also need to have increasing antimatter costs so this ability is not wantonly spammed with high level Kols...since HerrPinguin has already tested his version of GRG, I think lvl 1 damage of 600 and antimatter cost of 40 are good numbers to go with...
Now, previous damage values were tested with FH regenerating 5 antimatter per second, so GRG lvl 2 and lvl 3 damage values were kept in check since this ability could be spammed...since this antimatter regen on FH will likely change, I think higher levels of GRG should have a little more kick to them...
Gauss Rail Gun: Lvl 1/2/3 does 600/900/1200 damage and costs 40/45/50 antimatter
Higher levels of Flak Burst right now are not as appealing since they don't increase the ability that much more...due to the differences in SC HP across the factions, I'm reluctant to have the damage anything but 40/50/60...however, I do think having an increasing range and decreasing cooldown will help make lvl 2 and lvl 3 more appealing...
Flak Burst: Lvl 1/2/3 has range 3000/3300/3600 and cooldown 10/9/8
Radiance:
I agree CB needs a buff...right now it does 250 DPS to any ship in the column, and the column lasts 8s...this is essentially 2000 Damage to the target and any ship that stays in the column for the duration of the ability...
What is wrong with this ability? First, the total damage is not as much as missile barrage. Second, it is a pain to aim. Third, it affects a narrow range of targets that may move out of the column during the ability. Missile barrage is better because it does more damage, has infinite targets, and is a fire-and-forget ability.
What advantages does this ability have? It can be used every 2 minutes while missile barrage can only be used every 4...
So, CB can do 4000 damage in 2 minutes (two uses) while MB only does 3000...but the smaller target count and difficulty in aiming hardly are worth that extra 1000 damage...
In my opinion, CB's main problem is its lack of guarantee...by the time the ship is aiming the direction you want it, the layout of enemy ships can change, and while the beam is firing they can move out of the way...here is my proposition
Cleansing Brilliance: Increase DPS from 250 to 500; reduce duration from 8s to 6s.
This does 3000 damage instead of only 2000...it also prevents ships from getting out of the way as easily...this ship already fires twice as fast as missile barrage, and energy absorption regenerates antimatter so I don't think reducing cooldown and/or antimatter cost is the way to go
I agree that Animosity could become a huge problem since multiple radiances could, well, keep a fleet from moving indefinitely...
Currently the stats are cooldown 35s, duration 20s, antimatter cost 65...in my mod, the only change with level is range (3000/4000/5000)...
There are several ways to go about improving/tweaking/fixing this ability...
One, significantly increase cooldown (35 -> 60)...this would make it very difficult to actually keep a fleet indefinitely from moving...first, it would require more than 2 radiances (guidance may allow 2 to do it), and second, the odds of all of them surviving aren't that great...
Two, decrease range (say 2000/3000/4000 instead of 3000/4000/5000)...this would make it harder to affect a whole fleet, and also add a lot more incentive to invest in higher levels...
Three, create a max # of targets...this would prevent a whole fleet from being frozen, but it also might just make this ability a mess...low numbers make it hard to scale in the late game, large numbers basically won't be much of a limit...
Four, limit this ability to only affect SC...this would still be very very powerful (could prevent FFing on that precious whatever whatever), but would require a lot of tweaking with the numbers...
Five, prevent this ability from affecting capital ships...that way, it couldn't be used like ion bolt to prevent a cap ship from escaping...
Before making a proposition, I'm going to put these ideas out there and get some feedback...This ability has potential, I'd like to find a way to make it work before looking for a secondary buff...