I'm thinking raise the antimatter cost to 30...and raise the damage a wee bit? Instead of 300/450/600, what about 400/500/600? And by the way, thanks to Cykur, Darvin, and Waxworks for testing yesterday....good games! Phase Missile Swarm may need some work...I'm not sure what direction to take it though...
Seleuceia
[quote who="Greg30007" reply="9" id="2677079"]Seleuceia lets not make this thread another we must nerf phase missiles so we will be able to beat vasari player thread. [/quote] Bad day?
Darvin I read your post and, I agree with you at least conceptually on most things...the problem is, I did all those changes last night based more or less solely on your suggestions....some of the things are second buffs that very much change the ability while other things I simply did not know how to implement...hopefully we can still get something out of testing them all, I will admit the last six ships were rushed but I felt you were right, it would be nice to at least test something</
[quote]And ilums are better than assailants[/quote] If you do the math, kanraks with even a few phase missile upgrades are better than illuminators...add on the special abilities, and kanraks will easily outperform illuminators...if you take into account that illuminators have only half their firepower as frontal, they are very poor at taking out capital ships... I've pitted large amounts of illuminators against large amounts of kanraks, and even if the illums are in the middl
1) Unquestionably the Halcyon (and not because its powerful) 2) Unquestionably the Transcensia 3) Unquestionably the Iconus Guardian
Best way to counter kanraks is...prayer... If that doesn't seem to work, your best bet is HCs....destras are much better than illums and more cost effective per fleet supply point.... If you don't have HCs (such as in the early game) then honestly you're screwed...I could try and give good fleet compositions and good strategies and blah blah blah but it really wouldn't do you much good...if you don't have HCs and guardians with repulsion, you are going to lose no matt
Thanks Darvin! So that all 15 capital ships can be tested this weekend, I have updated all links to the latest version of the mod...this includes the first release and then additional suggestions made by Darvin...IF YOU HAVE NOT DOWNLOADED THE MOST RECENT VERSION PLEASE DO SO...below is the current change log: Official Change Log of Project Equilibrium v0.11 -- Released 7/10/2010 Capital Ship changes -Marza --Incendiary Shells ---
[quote]Well, it is huge news to me that folks don't believe caps die far too easily to focus fire, and that something needs to be done. [/quote] I wouldn't say that...FFing on capital ships is a concern, its why its a concern that needs to be analyzed...Vasari bombers and kanraks are a little too powerful against capital ships...part of this problem is scramble bombers (which is going to be fixed) and phase missiles (which may or may not need to be fixed)...the other problem
[quote]Will you be online to test this? [/quote] I will be available most of this weekend...Saturday and Sunday afternoons/nights will be best, the things I have to do this weekend don't have to be done at fixed times so I'm pretty flexible... [quote]the alterations to capital ships are very much the easiest part of the patch.[/quote] I agree completely, but I'm thinking that they needed to be done first, as they definitely needed to be changed and may render
[quote]However, it is usually due to their own poor play, or unavoidable circumstances that crop up in games- like 2v1s, or poor starting position. Not having that element of capital loss would just detract from the game. [/quote] I agree...even with late-game swarms of Vasari bombers, most of the capital ships I lose are entirely my fault or just part of large battles...either I'm dumb and leave my cap in too long, or I sacrifice it in the hopes that I benefit from its abilities lon
First off, thank god it is the AI you face, that should make this situation at least possible... Second, it depends on what faction you are... The key here is going to be making a fleet that takes very few losses...you can take advantage of the fact that the AI is not going to be able to effectively counter a fleet that heavily spams one or two types of units, so.... First, I'd recommend investing in capital ships...not too many, but several...the goal here is to get h
Thanks myfist0! I think I will implement your suggestion about the change log when there is a second version...I'm new to this so I really appreciate your help :-)
First, Incendiary Shells... This ability does 3/4.5/6 DPS for 15s from the last time the target was hit by the Marza... I'm trying to think of an ability to compare this one too, and I can't think of a good match...since the Marza is mostly shooting at one target and essentially doing extra DPS against it with this ability, my feeling was, compare it to nano-disassembler... The nano ability on the space egg does 25 DPS...now, this is for a fixed period of time and cost
Thanks myfist0, didn't even know about that....your links should make things a lot easier :-)
[quote] I wince every time I hear someone suggesting that siege frigates should be seriously buffed, because I was around when the game first launched, and I know what uber-siege frigs of doom will do. I've seen every patch of this game, from the "carriers rule" patch on through to the present one. Past is prologue. If you buff fighters too much, you'll get carriers of doom again. If you buff Advent in every way possible again, you'll have a game where 90% of all players play Advent and
As an update, I've created this thread for testing... Testing changes made to Capital Ships
As an update, I've created this thread for testing... Testing changes made to Capital Ships
The current goal of this mod is to balance the capital ships in the game...it is not to change the essence of the abilities, but to rework the numbers so that each ability is useful and all capital ships are solid, viable choices...in some cases abilities will have to be changed on the conceptual level, but most changes are simply tweaks with things like cooldown, duration, and antimatter cost... A discussion regarding these changes and others is also occurring in <a
[quote]haven't seen complaints on this ability yet which are to be taken seriously. It's an ability on a static structure (a hanger)... hard to see how it is OP or game-breaking. Vasari were seriously UP last patch, and seems like most of their OP-ness lately is with scramble bombers.[/quote] Phasic Trap needs to be reworkd...it should buy the Vasari time to reinforce their defenses with a fleet by keeping SC temporarily out of the picture, but it should not keep enemy SC out of the
[quote]Would it be possible to have a separate [BUG] thread with details of the memory leak issue and the typos? [/quote] I agree...this is entirely different from attempts to balance the game...separating the two increases the odds that at least the typo/bug changes will be adopted, and hopefully in an official form...those of you who are interested and capable of this should try to get a thread started ASAP...the more organized and productive community efforts are, the more likely s
Alright, so...energy absorption is probably going to be buffed to 2/4/6 armor...animosity is become (hopefully) usuable, and can be buffed after testing (I think this is the best route for this)...detonate antimatter is pretty good I think, probably no changes there... All 3 Kol abilities have been addressed...they may need a little more work (especially on whether adaptive forcefield should be active or passive), but I think they are at least good enough to go on to a testing phase..
[quote]Do you know if SC would count towards the target cap individually or on a per-squad basis? If it's individual, you'd have to lift the target cap completely to do this.[/quote] I don't know, I'd guess per object (which would be per ship)...doesn't matter, because I've already lifted the target cap anyway (set max targets to -1.00000), I think having one severely hampers this ability... As for the interval times... [quote]I'd guess we'd need a frequency between 1
I'm trying to rework the Animosity ability...so far it's going very well, but I saw this somewhere and thought maybe it might somehow be related...does anyone know what this entity modifier does or is or how it works or what abilities/buffs/etc use it?
[quote]and how do i choose what ship "appears" on the bottom display when i select a hotkey group, i want it to jump to a certain capital so i can use the abilities quickly but it always goes to some other ship[/quote] Sorry did see this when I made my last post...I'm assuming when you say hotkey group you mean like a fleet, right? The ship shown at the bottom is always the fleet's flagship...in fact, when you look at the empire tree on the left, any fleet's flagship with have a
When a ship is selected and you right click somewhere, it moves there right? So, if hold shift and right click in succession several places, the ship will move to those places in the order you clicked on them...for example, if you select a scout ships, and right click around the edge of a gravity well while holding shift, you can get a the ship to go around in circles... Holding shift doesn't just apply to movement, it applies to any orders...you can select all your SC, hold shi