Ok... What if reduce damage to 300/600/900 and keep rest proposed stats/abilities unchanged?
Arthanis
[quote]Ahhh... so Kol has less AM and thus should have cheaper abilities. Have you ever thought WHY he has less AM? Why all caps don't have the same AM pools? It's like saying that a big car has four chairs so a scooter should have four smaller chairs. lol.[/quote] Ok, so we have 2 ships: Ship 1: 200 AM 1 AM/s regeneration Ability cost: 50 AM Ship 2: 400 AM 2 AM/s regeneration Ability c
[quote] I can't help but laugh here, sorry. Just a second ago the "real scenario" was fleet vs fleet, and now you bring a 1v1 as an argument? Just as I said, you keep picking up situations from the sky to help your arguments without any coherence. And the DPS of a level 10 Kortul with 3/3 PS is enough to max shield mitigation on a lvl 10 cap, but not yield much more than that.[/quote] Fleet vs Fleet still desn't mean FF vs FF. [quote] Well, you're not gonna
[quote]You must be mad, with all due respect. Thats designate target+nanites+ion bolt for half the AM cost. Sober up, this suggestion is freakin' crazy.[/quote] - All abilities from your list belong to ships with higher AM reserves then Kol. - Kol is also Battlecruiser (mean: something more combat oriented then Colonizers). It justify both lower cost of combat abilities(remember of lower AM reserves and regeneration) and combat abilities being slightly stonger t
[quote]0.6 - 60% of the guns are facing forward[/quote] But rest of weapons will hit something too. In 1vs1 scenario it is not important, but in real scenario (fleet vs fleet or at least Cap+support vs Cap+support) it is useful too. [quote]0.25 &nb
Volt, why do you think people in other countries are different? BTW. Starhips should have something like "reverse engines". IThey are not naval ships, they are not forced to run circls to change direction they move.
It is not HUGE but is SIGNIFICANT. And it is only part of effect doing 400/800/1200 damage, ignoring Shield Mitigation and interruption target...
What does it mean? I still don't understand.
I know balance>lore, but it doesn;t mean we should completely screw lore. If it possible, lore should be supported (making game as lore-connected as possible). In this case (GRG buff) it is possible, no reason of screwing lore here. Anyway, one-time SM drop will help all nearby unit doing more damage. It work like kind of debuff, but is negated by weapon fire, not time. Droping enemy SM by 30% in middle of battle hurt as hell. BTW, Kortul & Power Surge &n
Not really. It is my personal "problem". Whenever I start writing posts I see people from Poland. Polish people are so active community every game I played. I didn't know that before. Why "sad"? Because I had feeleing "omg another Guy from Poland". So it is not really sad. It is funny. By the way... what doeas it mean: "It is a fouled up country led by fouled up people trying to keep a fouled up Nation from stealing their own shoes from themselves." ?
I don't like idea of GRG giving permanent debuff. Lore-wise GRG is projectile from weapon making direct hit, not Damage_over_time or any kind of time-consuming effect. Everything GRG do should happen in moment of hit. Thats why in this case diect damage>Damage over time, shield mitigation one time drop > debuff and thats why interupt fit this concept of weapon. It is kind of RAIL GUN, weapon firing magnetic-accelerated high speed high energy bullets, not "magic bolt of energy doing rand
N3rull, you are from Poland? [e digicons]:S[/e] Sad...
After Kortul front weapons DPS increase Power Surge Bonus will be significantly better then minimal. And don't forget PS is increasing DS triggering chance.
ok with 60 AM and 20s recharge (3.0 AM/s)? Anything above it will not work. So: 60 AM cost 20s recharge 400/800/1200 Damage ignoring (and not increasing) Shield mitigation 10%/20%/30% Shield Mitigation drop on Hit Interrupt
You are forgeting how crappy Kol AM reserves are...
N3rull - both of us have completely different point of view and nobody of us is going to convince other one... [quote]Pick one, but I think that the only one that would be viable consistently would be 3. Arthanis, if you can argue 1 or 2 well, then go ahead, but otherwise, I think 3 is the best option.[/quote] Even if we choose option 3, nothing justify high AM/s cost. Anywa
[quote]GRG Option 1: Damage and AM costs are kept the same, but it reduces shield mitigation by 10%/15%/20% for 20 seconds (the effect does not stack) with a 30 second cooldown. This yields 2.5 AM/s which is better and also an effect.[/quote] With Finest Hour and Flak Burst buff from my list it can work too... If more people support this idea I can replace my idea by yours one. But IMO this GRG is still up... [quote]GRG Option
+ 1 to colony pods buff
With your buff idea GRG still cost more then ALL Kortul abilities (5 AM/s to 4.66 AM/s)... And I don't think Kol is going to survive this battle. [quote]Power Surge's offensive bonus is minimal, whatever anyone says.[/quote] 75% DPS buff (affected by both upgrades and leveling) is not "minimal". And don't forget of 25/35/45 shield restoration per second... Because GRG after your idea will do full 550 DMG/10s (ignoring shield mitigation) it mean effective DPS vs Kortul will be.
Just read "shield mitigation" section: https://forums.sinsofasolarempire.com/305565
Ok, some calculations (all ships at 10 level): Kortul Devastator: Power Surge: -1.5 AM/s Jam Weapons: -2.33 AM/s Voitaile Nanites: -0.83 AM/s TOTAL: -4.66 AM/s Including lvl 10 AM regeneration: -3.19 AM/s Radiance Battleship: Detonate Antimatter: -3.0 AM/s Animosity: -1.6 AM/s Cleansing Brillance: -1.25 AM/s Total: -6.11 AM/s Including lvl 10 AM regeneration: -4.64 AM/s Kol B
Kol don't have enough antimatter to support so expensive Railguns. Before we rebalance GRG into ANY direction we must fix their AM problems first. ATM Railguns cost 12.5 AM/s - it is insane value. With my change (from list) they cost only 2.5 AM/s - much better, because player is no longer forced to disable them just to use AFF time to time... But it is still relatively high cost. N3rull, with your change GRG cost 5 AM/s -nobody will use it because there is still not e
Comments & feedback & ideas please :)
Update: - Volatile nanites further buff - Incendiary sheels: damage rate reworked to give constant damage increase at all levels instead of large increase at level one and small prgression at level 2 and 3. - Subversion: buff rebalanced. No longer reduce income, but build speed reduction is improved and now affect Stricecrafts in entire Gravity well -Phase Out hull - buff rebalanced to give constant effect progression @ Runesia: I
[quote] DoT to buildings Increasing enemy ship PJ charge up time Increase enemy structure AM costs.[/quote] From this "short" list I definitely prefer 2nd option. Lets say 200%/400%/600% increase at the moment. Huge increase is in this situation justified because ability is very situational. What do you think (Removed income decrease + PJ charge nerf added)? Pahse Out Hull: What do you think of in