Flak was a big threat to LRF because it also had good stats against light armor...flak is also one of the highest DPS ships in the game...if you moved flak into the middle of a swarm of LRF, all 4 banks of each flak could be shooting... The reason why HC v LRF was weakened so much is partially because fighters are expected to be in higher numbers... [quote]that will just force people to always have a decent amount of fighters, which while not very common now was the basis for
Seleuceia
I was hoping you'd link that thread... Okay, first refineries... I think cost reduction is a good approach...it seems that there are enough situations refineries outproduce trade ports, so making refineries more productive I don't think is the best route to go...the issue with this is the time it takes to pay them off...I'm going to copy the table you made about this... ---------- ...refineries are more expensive than that: 1500, 125, 175, which gives an
Oh I totally understand (the small font size doesn't help)... By the way I forgot to include in the summary one of the changes I suggested (a rather important one I think) it is was the main reason why I suggested buffing flak to counter bombers with accuracy...flak I think should be weakened against LRF... Here are the values I'm testing in SP right now... Flak v fighter decreased from 1.33 to 1.00 Flak v bomber/LRF decreased from .75 to .50 <li
The only thing Chuck Norris fears is a Rapture with Vengeance, because it means he may have to round-house kick himself...
I would add that the accuracy change I made in theory keeps flak the same against bombers as it currently is, so flak wouldn't be any better against SC than it is now... I suppose I could go for that...flak is very powerful against fighters already, so a reduction in flak v fighter shouldn't be problematic...so, instead of the accuracy change of flak v bombers, flak v fighter is reduced, say from 1.333 to 1.0? Maybe 1.1? Then, what about the other changes?
Perhaps, except you can build the starbase anyway ...a culture SB will force the enemy to scrap trade/factories for culture, but it by no means guarantees the planet will fall...this could, and if you're turtling (which Advent do very well) the cost would be irrelevant... From an economic perspective though you have a point, it is certainly doable but it is more expensive than the culture upgrades...I think I'm going to have to see it really tested before I'm convinced either
What do you mean revert the scout damage nerf? You mean, make the scouts more powerful? I really don't want to do that...we're having a hard enough time as it is balancing the armor/weapon types, I really don't want to throw in another counter to LRFs...besides, I have a conceptual problem with scouts being combat units... DPS per fleet supply point, TEC = 1.28, Advent = 1.21, and Vasari = 1.23...so Advent actually does the least damage (but it has the most HP)...a 10% r
I've been reviewing the Pact changes...haven't had a chance to test them, but here are some thoughts I've had... First, I think the Missile Pact needs to affect phase missiles differently...currently it increases their chance to bypass shields by 15% (which is a huge boost)...I think that bonus should be changed to only increase their damage by 15%... Second, I think the new changes to sacrifice may be too powerful...this is essentially the same cultural impa
Okay, I've been thinking about this some more...to keep things clear, let's just assume I'm starting from scratch...no modifications, no changes, just the original weapon/armor type stats... In the original game, we had 4 issues: 1) Capital ships are too vulnerable 2) LRFs are too powerful 3) LFs are almost useless 4) Bombers are too hard to suppress This resulted in people being over-protective of caps, LRFs dominating t
There are a lot of things that fall in this category...I'm just going to start with something simple like Colony Pods on the Vasari SB... First off, does anyone know how population correlates with tax revenue? The relationship appears to not be linear, with each population point offering more tax revenue than the last... I think a combination of a cost reduction with an increase in the population added would be a good enough fix...feedback appreciated...
Good call, I agree...thread is up in strategy section...
The purpose of this thread is to balance the economic aspects of the game as well as the technologies...this includes "useless" technologies like Communal Labor, economic structures like refineries, and other aspects of the game such as Colony Pods on the Vasari Starbase...
I have a habit of rushing HCs when I play on ICO...even as TEC, I can say that it was well worth it if you weren't immediately rushed...LRF-based fleets usually did not work unless they vastly outnumbered me...obviously, you have to be careful that the enemy is not amassing insane amounts of bombers or is using repulsion on you, but from a composition point of view, HCs were pretty good since they aren't vulnerable to flak/fighters like LRF are... That being said, it certainly wasn't
Not stupid, actually...martyrdom could be set to have a larger range, and could be set to only affect structures and SBs... Does anyone think this would be a good idea? Seeker vessel martyrdom does more damage (500-1000) and has a greater range, but can only be used against structures and starbases...thoughts?
The only other option to deal with bombers then is to increase flak v bomber (light)...of course, this will also affect LRF since they share the same armor as bombers... [quote]I don't mind reducing flak fighter damage, but I don't think that is a sufficient change to help heavy cruisers. Also I never changed HC vs light, it is still at its base 1.5.[/quote] Maybe, but maybe not...if bombers are weakened (however that is done) then HCs inherently become stronger...bombers are
Okay I lied...I have been thinking about this.... So what exactly are the problems with the current version of the game? One, caps are too easy to kill and two, LRFs and Bombers dominate... Now, reducing bomber v cap and LRF v cap seems to have solved the first issue... So, how do we solve the 2nd? Fighters are the counter to both the dominate units, bombers and LRF...I think Darvin is correct, if flak were less powerful against fighters, then we c
I would be willing to try both of those suggestions....
I'm checking up on the forums now, but I got stuff to do this afternoon so today probably won't work...
This whole armor/weapon counter thing is going to be very very difficult to deal with...the biggest part of the issue is that bombers and LRF share the same armor type...if flak or fighters are strengthened against bombers, then LRF becomes even more useless...if flak and fighters are weakened, then bombers become even more powerful... The early game revolves around a Triad of 4 units (with 4 different armor types), so it is an inherently flawed system to begin with...LRF are clearly
Okay...let's consider both of those improvements...martyrdom damage increased from 250 to 500, and the duration of the gravity mine effect could be increased from 45s to 90s (remember, the effect stacks)... And by the way Darvin, I'm sorry, I didn't realize you would also be playing on Sunday (I figured it would be one day or the other)...my apologies....
I have a friend who for the longest time never saw the weapon effects of wave cannons (an update changed it)...he tended to build fleets mostly of enforcers and carriers, playing the game with a fleet that never seemed to shoot anything...
With all support cruisers at least looked at, I think it'd be a good idea to move onto other abilities...if there's an ability you think is problematic, by all means bring it up... I'd first like to look at the scout ship abilities...granted, they aren't exactly the most important things, but I think it would be worth buffing them so they're worth researching...I just don't ever see people use martyrdom or timed explosives to any effect....and the vasari ability, selective phasing, I
Darvin has pretty much nailed it...caps are in great shape, but bombers are too strong and LRF too weak...I'm going to detail my suggestions in the other thread about counters and caps...it would appear though that the speed changes to caps were excellent and the bomber vs cap reduction is great...
Since the weekend is here and I'm sure a lot of people would like to do some testing, there is now a compilation of all 4 min-mods currently in progress...my apologies if it is not complete or the change log is not perfect...I tried to compile different string files and entity manifests as accurately as possible, but I will admit it was a bit rushed so that there would be a compilation for testing this weekend... The changes in the current version are by no means permanent or c
Since the weekend is here and I'm sure a lot of people would like to do some testing, there is now a compilation of all 4 min-mods currently in progress...my apologies if it is not complete or the change log is not perfect...I tried to compile different string files and entity manifests as accurately as possible, but I will admit it was a bit rushed so that there would be a compilation for testing this weekend... The changes in the current version are by no means permanent or c