I dont see how it would mess up the balance between fighters.They would take longer to kill each other so what?Thats where flak come in to win the fighter battle with their 4 guns.If you lower build rates the fighter battle is basically endless anyway.The whole point is to make fighters live long enuf to do their job.If you choose to use your fighters to kill lrf for example and not fight the enemy fighters then by the time you kill his lrf your fighters are dead and you have none and thats t
MindsEye
N3rull the assumption that both persons have equal amounts of income means they both have equal amounts of ship slots researched and if he brings 40 carriers then you have 39+a sb for offense.If it takes that many to kill a sb then you have that many fighters to defend it.
Im not to crazy about your idea astax.Mostly I dont want heavy micro and complication of carriers.I like for battles to be easy.Wish they would fix the empire tree from jumping everytime you select something and for a person to be able to use an ability of all selected ships.Like the kodiacs intercept ability.The fact you have to hit everyship makes me never research it.The ilums illusion ability too.
Carriers were annoying because you COULD NOT SUPRESS sc build rates before.Now you can and carriers can be beat for this reason but the sc die to fast...Solution is to give sc more hp to counter slow build rates.Sc live long enough to kill lrf or hc but flak will eventually kill them and suppress them thus defeating the carrier without killing it like is supposed to be.Without sc being able to be suppressed you could not build bombers because the fighter force rebuilt and killed them to fast.
As far as the tec repair vs ork I would think the orky wasnt designed to kill all structures faster then can be repaired for the following reasons:The orky is a long term seige weapon and can survive and soak up large amounts of dps for long time.It wasnt ment to be used by itself but with a fleet to take down largely defended wells.So if it could kill a sb and all structures byitself it would be largely op.It can target up to 16 structures at once quickly wearing am reserves of a repair bay.
It might be cool if a vas mine hit a ship it slowed it down kinda like the egg bomb.It would make their mine fields more deadly if you couldnt get thru them with speed.
I think tec should be the cheapest and least damaging because they are easily spammed and totally defensive.Advent should prolly cost the most and maybe do most damage and vas should be in the middle.Before I get bashed advent are the most advanced(homing) and should do the most damage since they detonate off the hull of the ship.Aditionally it takes away squads from hosts.The balance should be in the cost so Im not asking for any inbalance here.
Well in the beta they were insane because they were free and had no limit but now there is a limit per gravwell I think they could be farely cheap and we would be safe.Its like you say enemy can go around and if he brings a few scouts the minefield is no sweat and thats the prob with them being so expensive.Seems to me to deploy a round of mines cost more than a cobalt and would barely even kill that 1 cobalt if he ran thru it so its off balance imo.Mines should be deadly and a real obstacle.
Really tho carriers should be the backbone of a fleet and if they fix fighters lrf die so easy there is no reason for this.They will be so worthless if they nerf them like you are suggesting.Also if they change the damage that lrf do to lf so that 10 lrf dont kill 25-30 lf before they kill anything you will see much more lf imo.I always think of lrf as the middle combat ship inbetween lf and hc so to me it makes sense they are generally more powerful than lf.
Deciever you should star a topic about mines.I think they cost to much and arent effective enough.Its a gamble to use them and even then you probably spend more then it kills.Anyway I suggest a decrease in cost by about 25%.Just an idea...I never see them anymore in mp.
[quote]Guess my biggest quarrel is how effective they are early game. The only thing that can have a prayer to fight off a starbase in the first 20 min is Advent bombers (because tier 2), or long range frigates. That's it. They are too tough and construct too quickly in enemy grav wells. Quick construction in friendly grav wells? Absolutely. In enemy grav wells? Cut it to half the rate of the construction a TEC or Advent one. It's too powerful otherwise in early games.[/quote]
Well I did say move their trade to tier 3 like advent and they still get cheaper unit upgrades,more fleet point,and metal and crys for one price so they would be balanced I think. It be more interesting because you would have to pay more attention and defende neutrals better.More fleet into scouts defending and attacking neutrals.I dunno if its a good idea its just one I had for evening the econs and neutrals.I for one dont like vas trade being tier 4.Yeah scouts would prolly need to
I have the same problem Raging.Most of my losses are due to my teamates.I hardly ever lose my 1v1.I just played a game where both my allies lost and I was on the defense against 40+ ilums and guards.When he showed up I had only a handful of flak.He had 3 hosts I think and I had 20+ flak and6-8 carriers.I had a fleet of 20 scouts at the begining but they didnt last long.Anyway he almost killed my marza 2 or 3x.Anyway got my marza to 6 and defeated the army.The mb didnt completely kill his ilum
Vasari econ isnt horrible.They get both crys and metal upgrades for price of 1.They get discounted ships and extra ship slots.Their trade is one level up than advent.They are a bit dependant on neutrals.One fix off top of my head is to move trade to tier 3.To balance it out tho all scouts should be able to capture neutrals so I dunno.Would make neutrals more interesting if all factions could battle it out with scouts.
I didnt say you were I was just saying I dont want to see them nerfed.[e digicons]:rolleyes:[/e]
Yeah Im good with it I dont think it throws much off at all.N3rull is complaining that advent sc are soooo much better than vas.When they are really close and vas are probably better imo.Anyway you dont see them use it much because they dont have too but advent HAVE to it is the only unit they have for taking out a sb.So I dont wanna see advent sc nerfed.
Your right but still wouldnt it work?We are talking about a late game battle ball when its a real problem and you should be able to get subverters out if you wanted to.Ya Im sure you would take losses and all but the counter shouldnt be invincible one for either side.
I completely agree with darvin about the sc so far.I get tired of hearin about this so much too.I think the difference is pretty small between factions.Flak fire to sc is alot like running ilums back and forth thru another fleet.They just fire all at dif targets until its wore down.I see much more damages sc then just wiped out squads.In addition vasari dont have to fear a burst from a kol lik advent do.Also the difference between armor is 1 to 5.I think armor is a type of mitigation so this
seige nay nay nay yay nay yay nay nay
Hack I was refering to the repulse problem and I think repulse is level 6 tech too so they are even.
What about this scenario-Advent uses repulse and kanrack shoots at guardian.For the ilum to get in range of the kanrack the have to move forward in which case you use subverter to disable ilum.Kanrack pounds guard into dust then works on ilums and cap.I dunno what subverter range is but I know ilum have to move forward to get in range to shoot so they would be ahead of guard.
I play vasari but not a ton.I play advent the most and they dont have an anti sb unit either.You are much better off getting bombers then a starfish.Vasari sb has a huge advantage in that it can move.All I am saying is reduce its build speed in enemy wells.Its to hard to counter imo.Vas already get their sb at level 2.If nothing else aussalt spec should be a higher tier because you need a huge fleet to counter it.The diff between the red button and meteor is the enemy gets to decide when to e
I also agree revalation needs help on its level 6 ability.Its other abilities are ok and could use minor tweaks in am usage but its hysteria just sucks for anything besides 6000 hp planets.Maybe its 6 ability could do something with culture but faster.Maybe drain the culture of planet until it uses its am up.Like an on off type thing.A 6000 hp planet would take all of its reserve while smaller stuff would take less.It could do surrounding culture at half speed while its on.That way you could
Domina -yay yay nay nay yay Enforcer nay nay nay yay yay nay Oversseer yay yay nay yay nay
2 more dps is a pretty big change darvin.Just 10 ships and that fleet does another 20 dps.In this test would be 50 more dps then before and i would say that would have a definate impact on results. WE DONT WANT TO GET CRAZY WITH CHANGES or we will be sorry.