[quote]decrease in am usage and cooldown? huh?, how about this...[/quote] That's for guidance (which already decrease ability cooldown)...so I'd say its conceptually fine... [quote]increase in bombing damage?[/quote] If you're really looking for a conceptual explanation...this ship can reveal a whole planet several AUs away...I think its fair to say it probably can see what are good places to bomb that might evade conventional sensors... Honestly....yeah, you'r
Seleuceia
Animosity is expected to have two components...one, draw fire from your other ships and two, tank... The more powerful the tanking ability is, the less capable the radiance must be in drawing away enemy fire...the better the radiance draws enemy fire, the less powerful its tanking must be... [quote]There still doesn't seem to be any good explanation of the changes to the Radiance? I am very unenthusiastic about the 0.21 version.[/quote] You are comparing these benefit
[quote]I still say go for antimatter regeneration[/quote] I know...the thing with antimatter regeneration is that such a bonus could allow an Advent fleet to make several phase jumps, and still have lots of antimatter...that's a problem... I've dragged Advent fleets banking on carriers, caps, and iconus guardians (all of which need lots of antimatter) through several enemy worlds before, engaged an enemy fleet, and still managed to keep a battleball up... I distinctly
[quote]Edit: I don't think a passive guidance should effect both cooldown time and antimatter usage rates, but I suppose that is something else we will need to test.[/quote] Eh...I don't see why not... On the Iconus guardian, repulsion is limited by antimatter, not cooldown...the shield sharing damage ability is sometimes limited by antimatter, more usually by running out of shields...both domina's abilities are channeling, so cooldown time isn't a big deal for them...the illu
Since the new change to guidance isn't really all that great, I'd like to try something else... I'm going to try a new passive ability with a range of 8000m that reduces the antimatter cost and cooldown of all non-ultimate abilities by 10%/20%/30%.... Given how the game works, the antimatter cost reduction will actually come out to be 9%/17%/23%...This ability is passive and works all the time...flux field reduces antimatter cost by 75% and is active 1/3 of the time which aver
[quote]However, I cut the AM cost to 80/85/90, and I changed the max SC finish condition from 20/25/30 to 16/24/32. I didn't think a lvl1 ability with such a low cooldown should be able to completely dominate an enemy carrier wing in the early game. (Compare to Flak Burst, which even with two bursts for 200AM, it can only guarantee some dead fighters).[/quote] All good points... When I changed the antimatter cost to 80/90/100 I figured it would probably need to be changed, b
So, I've been working on clairvoyance and I think I may have something that is really worth using... When clairvoyance is used, it will apply a buff to all friendly ships in the gravity well that decreases their bombing damage cooldown...so basically, the revelation and any caps or siege frigates you have will do increased bombing damage for quite a while...I tested it and everything seems to work fine, no problems...so, now it comes down to the numbers... First off, obviously
Here is a list of abilities still requiring some work: Group 1 - Need a lot work and/or testing Animosity - need to make sure it overrides targeting orders (I think it is working right now), second buff needs to be tested Shield Restore - I put this here only because it may need a secondary buff... may ...however, I would like to consider having a shield regen over time (say, 3-5s) in addition to a fixed increase so that it is better on frigate
The most recent version of this mod has been updated to v0.21, please make sure to download! Official Change Log of Project Equilibrium v0.21 Capital Ship Changes -Kol --Gauss Rail Gun ---Duration increased from 10s to 10/15/20 ---Target's max speed penalty increased from -50% to -100% ---Antimatter cost decreased from 40/50/60 to 40 --Flak Burst ---Range increased from 3000/3300/3600 to 3000/3600/4200 <br
[quote]Perhaps it is just nostalgia, but they have always been the Vasari's key strength[/quote] No I agree...I don't want to nerf them too much...I just think there are certain orders of ridiculousness that just can't be allowed...and PMs vs. high level caps (especially Advent) are way too good...I want to make it clear that any decrease in shield bypass would be offset by an appropriate increase in raw damage... [quote]As far as heavies go, I think just reducing the
[quote]But you need a long coldown on Animosity otherwise you get the fleet retreat problem- the same with extending the area of effect? The ability as you have altered once more it is essentially a no retreat option with 2 Radiances?[/quote] It won't be a problem....animosity cannot override move orders or abilities, only targeting.... [quote]I'm also concerned that the ability as you have it modified in 0.20 has never been tested- you shouldn't modify again without testing
[quote]The capitals have to retain something of their specialised roles, a two Revelation start could always lead you into trouble unless you were playing someone heavily dependent on capitals, perhaps a 3-capital start.[/quote] I agree, but I wanted to try it out...mainly, the guidance reverie combo...problem is, it requires a lot of micro (which I'm not an expert at) and until you get the ships to lvl 3 (so both have a decent level of guidance/reverie) it doesn't work very well at a
Okay, I've been working with animosity and here is my feeling...the unpredictability of hull regen on damage taken is going to make it very hard to balance this ship... The current hull regen on damage taken has three possibilities... One, the amount of hull regenerated is less than the amount of hull damaged...the question is, why do this when you could just use damage reduction? Two, the amount of hull regenerated is equal to the amount of hull damaged...but then, wh
No they do not....however, the ability is only good as long as the iconus guardian don't run out of shields...if you like the iconus guardian, I highly recommend having a progenitor with shield regeneration...iconus guardians recharge their shields very slowly, so without a progenitor that can be nearly useless after one or two battles...
Good News! Well, mostly anyway...I think I have finally gotten animosity to work properly...at least as good as I think we are ever going to get it to work... Lets say a Radiance comes into the middle of your fleet and activates animosity...in the current version of the mod, fast clicking can still get your ships to turn and hit another target... I've added a second buff file that affects all friendly ships with the same buff action that illuminators use with deceptive i
[quote]although I may have a rosier view of the v.0.20 cap ship abilities than you.. (What's wrong with Colonize? I liked the extra constructors idea but haven't tried Vasari yet at all, is that not working?)[/quote] I should probably clarify this...that list is comparing abilities to their original stats...so for example, the Jarrasul colonize ability is at a high priority because it was changed at the conceptual level...most of those abilities in the first two levels have been chan
[quote]Attack cooldown is a little tricky; an increased cooldown time of 20/40/60% does not mean damage reduced by 20/40/60%. After all, if cooldown were increased 100%, you'd still be dealing damage (about half as much.[/quote] I don't think weapon cooldown works the way its name suggests... If you have a Kortul with Power Surge lvl 1/2/3 your weapon cooldown is decreased by 25%/50%/75%...if the time it takes to cooldown the weapon actually was affected, then reducing the co
Well, it depends...in MP games, no it's usually not... In single player, if you are on a very large map and have taken over a large portion of planets, you're odds of finding something are pretty good... You should only invest in exploring planets if you are in a stalemate that heavily favors you defensively or if you have more resources than you know what to do with... As Advent, make sure to research the tech that reduces the cost of exploration before doing so...</p
HerrPinguin, I could quote parts of your last post, but everything you said is pretty much dead on :-) We are running into the stage where the capital ships can't be balanced much more because abilities aren't the only things that need to be addressed...and this, unfortunately, is where we are going to start running into major problems... Pretty much everyone agrees that Scramble Bombers is OP...but even with that majority opinion, exactly how to change that ability was not ea
[quote]And weren't you guys planning on nerfing the LRF dmg to Caps? If you cut anti-light dmg to caps down to 0.5 (from 0.75), then you'll only be adding to the relative value of caps vs LRF/LRM DPS blobs.[/quote] Yes...at least, something is supposed to be done with LRFs (may or may not affect the armor type)... You make very good comparisons with other abilities, HerrPinguin...I'm convinced that 60% is probably too high (give how easily this ability can be spammed)...
[quote]No, that's ion bolt you're thinking of. GRG doesn't have this effect. I think we can go back to 100%.[/quote] Alright, 100% is it then... [quote]Because this ability scales poorly, we probably want to emphasize late-game needs at the higher levels and early-game needs at the lower levels. The early-game needs staying power, late-game needs a potent and immediate effect.[/quote] A good approach, so... [quote]Constant antimatter cost at all levels (~40)
Tested GRG in SP with the following changes... Damage: 600/900/1200 Antimatter cost: 40 Duration: 10/20/30 Target's max speed penalty: -75% Darvin, I think you are right, the antimatter cost of 40 across all levels is much better... The increased duration and increased speed penalty I felt were much needed...really helps at killing caps running away...still not as good as ion bolt, but ion bolt also doesn't do damage and it costs more antimatter
[quote]If it could be paired with a siege damage buff (something the Advent seem to need) then it would be even better.[/quote] A lot of people have complained about this and asked for it, so I think its the way to go... Revealing mines still is not a bad idea, but Darvin makes a good point [quote]This is the worst of both worlds, driving an already sub-par choice to a useless state, and in effect leaving clairvoyance no better off.[/quote] So it's something to
In general you should not build labs unless you intend to start researching an x level tech as soon as the lab is constructed....having 5 labs sitting around when you haven't even though about researching a level 5 tech is basically inefficient...for one, those resources could have been invested elsewhere, and two, those are logistic slots that could have been used for trade ports, etc...more labs may also force you to upgrade more logistics...if you're using those slots to build trade ports,
[quote]Why not combine the instant regen (maybe just 250/500/750) with a very rapid regen over a short duration (e.g., 20 to 50/s for a few seconds)? That would let you apply it to a frigate/cruiser/whatever and, if the ship is under intense fire, then less of the regen would be wasted. If the regen were high enough then it would act kind of like a very short invulnerability for the target.[/quote] Now that is a good compromise...I like it a lot...I want to test shield restore with