Phase Out Hull: IMO it will be useful now... I am even thinking of increasing its AM cost to ~60-75, because it too powerful at level 3 for only 40 AM... Subversion: Which option is the best in your opinion? - Income reduction - Stopped/Reduced hp/shield regeneration on enemy ships in entire gravity well - Damage over time to buildings (something similar to your idea) - Negative population grow on planet - disabled refineries/Star
Arthanis
Free Returning Armada sounds like something insanely OP... Cost reduction sounds better.
Update: - Phase out hull: rebalanced and buffed (I have an different idea here :) ) - Phase Missiles Swarm: range buff - Subversion: Further income reduction buff but no longer stackable - Distort Gravity: Area radius and Duration buff (now can work constantly until depleting AM) - Ressurection: Range increased - Gravity warhead: range increase - Finest Hour: Duration buff
More feedback please :) I want to make this list as close to perfection as possible :)
After DPS/HP/SH increase Marauders will be slightly less situational. Abilities buff may help too. Any idea of any further Marauder buff?
Ok, Now add HP/SH/Armor and DPS buffs from my list. After these changes situation will change "a little". I don't say I won't remove DS buff from list. OK, I made some tests too. I still think Ability is little too situational, but I am not going to force my idea for all cost. Buff removed from list.
In large scale battle Kortul have no chance to shoot at anything for 40s... Eaither Kortul or its target will die earlier In small scale early game battle low-lavel DS is too weak to change anything
Adaptive Armor - Sorry, spelling error, I meant Radiance Absorptive Armor.
2. But works for only 15s, so you cannot use this ability on multiple ships (side beams don't count because you don't cotrol them). I said this ability is extremely specialized... 3. Kortul have Power surge, but other battleships have other abilities too. AF + buffed GRG under Finerst hour are going to be asskicking, Detonate antimatter is autowin button in all Cap vs Cap battles while Adaptive Armor is sucessfuly negating Kortul AM drain... 4. Increased cooldown is not killed
Disruptive Strikes: 1. I never said this ability suck. I said "this ability is little UP" and it's upness after other abilites buff (and there are many "huge" buffs suggestions) will start hurting. 2. DS at low levels have significant problems with negating enemy AM reserves. Ability is just too slow, enemy will cast his spells enough times to get significant advanatge 3. Kortul is only Battlecruiser without access to any AM-restoring ability. Stronger DS will compenst
LRF should do less damage to caps and should get more damage from both caps and HCs...
I hope 1.20 Patch will finally fix most of balance issues...
But LRF will be still too game dominating...
Update: - LF vs Caps buff removed - All SC number modifications (except for carriers) removed - Evacuator colonization rebalanced (reduced number of free Cyvilian Infrastructure to 0/1/2) - Volatile Nanites buff added - Scramble bombers - buff from patch changelog added, old buff removed - Subversion: Further buff - Jam weapons - buff rebalanced - Animosity - slight nerf added - Phase missiles swarm - some rebalances
- HP restore rate and shield regeneration rate increase at early game is worth a lot (bettles are longer, enemy, if he is rushing, won;t get infinite LFs...) - Battlecruisers get ~13% hp/Sh increase - All Battlecruisers front damage increased by ~50% (+10 front DPS to Kortul, Kol and Radiance) - Armor increase by 1 mean ~5% extra HP - Buffed abilities are worth something too... So: Battlecruisers will not be weaker vs LFs... They will be
Well... it is less then I thought. - No improvement to battleships - No buff to Kol Railguns - LRFs still too game dominating - LRF-HC balance still crappy - Most of Caps still too situational... - Many, many, many UP abilities are still up (Evacuator colonize, EMP charge, Jam weapons, Subversion and many many more) etc. etc...
Don't ignore effect of Battleships and Supportcaps DPS/HP/Sh buff, many abilities buff and global regeneration/shield restore buff on all caps. Purpose of this buff (LF 75% from 50% vs caps) is keeping LF-Cap interaction near unchanged (especially vs battlecruisers and supporters) while caps become stronger vs everything else. My buffs/nerfs ideas are connected to each other, please don't focus on impact of one change while you are ignoring impact generated by other changes.
GRG: If we buff it to even insane level, but without giving it's AM/time reduction, people still will not use it. why? Kol have very limited AM reserves and using AF is always better option. If you buff GRG above AF usefulness level, nobody will use AF... As long as Kol AM reserces almost don;t exist AND Kol abilities are draining tons of AM I see no way of fixing this cap.
Well... I don't see "destructive potential" of Vulkoras... This ship is average. And don't have any specific anti-fighter weapon. SC increase will not hurt lore. Carriers are almost fine the way the are - I suggest only minor rebalances to them. Other Caps - are you sure this extra SC at level 10 will break game balance? If yes, I will remove this buff. IMO it is fixing many minor balance problems, like extreme non-carrier caps vulnerability to Bo
Increased number of SC on non-carrierCaps is not enough to mass bombers effectively, but is enough to support flaks protecting Caps with same fighters against bombers attack.
Small update: - HC vs LRF (HC do 33% more damage to LRF) - Animosity (no longer change hit chance, now give small bonus to shield mitigation and make affected units not controllable) - EMP Charge (range increase instead of paralyzing weapons) - Evacuator colonize (further buff) - Phase missiles swarm (damage and targets increase instead of AM cost decrease) SC: My change affect lvl10 caps almost excus
If developers wanted to turn GRG to something nuke-like, they could give this ability something really ass-kicking like shield ignoring, AoE or just huge damage boost. Because GRG after many patches don't have ANY of these skills, I bet it's main purpose is giving Kol constant DPS buff (something similar in terms of combat usefullness to Kortuls DPS increase aspect of power surge), thats why I suggest making this DPS buff much less expensive to use (and finally turning it to constant DPS buff
GRG: ATM they are NEVER used because AF is far more important skill to kol and there is not enough AM to support both abilities. After my change GRG cost/time is reduced by 80% (from 75AM/6s to 30AM/12s=15AM/6s) which is turning this ability to something close to passive ability (especially at higher levels) which mean 27/54/81 DPS buff almost all time (lvl1 Kol front weapons DPS even after my buff is still ~30DPS only) - it is far from being useless. SC number changes:
Animose: Affected units are not controllable (prevoius buff removed) - what do you think? Carriers buff: I am suggesting buffing only weakest carriers abilities. After Battlecruisers and LF buff it won't hurt. Phase missiles swarm: What about Qu4r idea? Unkillable battlecruisers: When enemy have all health upgrades, lvl3 battlecuser and LRF fleet, you already have access to HC which counter both (Of course I am going to sugg
It is mine copy-pasted post from general balance topic, because that thread is dominated by many other balance problems, IMO making dedicated thread for caps is good idea. 1. I am going to edit first post after reading feedback 2. Thread purpose is simple: to give as accurate balance suggestions as possible [b]Global changes:[/b] - Damage taken by Caps from ANTI-MEDIUM (LRF) reduced to 50% (from 75%) - Damage taken by LIGHT