rebel titan

So I played around with the rebel titan for a few hours last night. Anyone else feel it's damage is way out of wack? I mean its essentially a flying railgun that doesn't do much damage its autocannons and missiles seem to do much more damage. It just feels awkward as far as its damage output.

15,925 views 12 replies
Reply #1 Top

Its weakness is in its reliance on using abilities. If you get two Dunov Battlecruisers out and have them alternate  Magnetize, the titan loses its power, since Magnetize disables abilities. The trick is to sneak the Dunovs (spelling?) behind it.

I, myself, also feel as though the damage is too much (let alone the range of Snipe).

Reply #2 Top

Wait until you try out the Loyalist Titan. It is a wall.

Reply #3 Top

Quoting Yottsu, reply 1
Its weakness is in its reliance on using abilities. If you get two Dunov Battlecruisers out and have them alternate Magnetize, the titan loses its power, since Magnetize disables abilities. The trick is to sneak the Dunovs (spelling?) behind it.
End of Yottsu's quote

On the other hand, get a level 6 Dunov on your side and watch how much damage that thing can do with abilities that use 75% less antimatter. ;)

I don't really care what weapons seem to look like their doing the damage, I just know it has no trouble killing things, which is fine by me. Also the fact all of its abilities rely on the railgun is something to consider.

Reply #4 Top

Quoting Ryat, reply 2
Wait until you try out the Loyalist Titan. It is a wall.
End of Ryat's quote

The Loyalist Titan is very sturdy, but a level one Snipe can deal 2000 (or was it 1000?) damage every 11 seconds. The only time the TEC Loyalist's titan can stand a chance is if the Rebel's titan is low on antimatter.

Reply #5 Top

Quoting GoaFan77, reply 3

On the other hand, get a level 6 Dunov on your side and watch how much damage that thing can do with abilities that use 75% less antimatter.

I don't really care what weapons seem to look like their doing the damage, I just know it has no trouble killing things, which is fine by me. Also the fact all of its abilities rely on the railgun is something to consider.
End of GoaFan77's quote

I normally play Advent, so I was unaware of the Dunov's level six ability. It seems as though the TEC Rebels have a (very) decent, mid/late game synergy.

Reply #6 Top

Quoting Yottsu, reply 5

Quoting GoaFan77, reply 3
On the other hand, get a level 6 Dunov on your side and watch how much damage that thing can do with abilities that use 75% less antimatter.

I don't really care what weapons seem to look like their doing the damage, I just know it has no trouble killing things, which is fine by me. Also the fact all of its abilities rely on the railgun is something to consider.

I normally play Advent, so I was unaware of the Dunov's level six ability. It seems as though the TEC Rebels have a (very) decent, mid/late game synergy.
End of Yottsu's quote

 

which is something that the TEC has been missing for a while.... synergy.

Reply #7 Top

Quoting SivCorp, reply 6
Quoting Yottsu, reply 5
Quoting GoaFan77, reply 3
On the other hand, get a level 6 Dunov on your side and watch how much damage that thing can do with abilities that use 75% less antimatter.

I don't really care what weapons seem to look like their doing the damage, I just know it has no trouble killing things, which is fine by me. Also the fact all of its abilities rely on the railgun is something to consider.

I normally play Advent, so I was unaware of the Dunov's level six ability. It seems as though the TEC Rebels have a (very) decent, mid/late game synergy.

 

which is something that the TEC has been missing for a while.... synergy.
End of SivCorp's quote

Yeah.... *looks at the Kol*

Reply #8 Top

I've noticed that the Rebel Titan's snipe ability has some damage output problems. I had mine leveled up to deal 4000 damage without overcharge, yet it only dished out 2000. When I upped it to 5000, the damage output dropped to 1000, and with overcharge it did 0 damage. Also, when it's fired at Capital Ships, it will only take out their shields instead of moving onto armor. (So if damage is 2000 and a ship has 500 in shields, the shields will drop to 0 and the rest of the 1500 will disappear.)

Reply #9 Top

Quoting Natsuko640, reply 8
I've noticed that the Rebel Titan's snipe ability has some damage output problems. I had mine leveled up to deal 4000 damage without overcharge, yet it only dished out 2000. When I upped it to 5000, the damage output dropped to 1000, and with overcharge it did 0 damage. Also, when it's fired at Capital Ships, it will only take out their shields instead of moving onto armor. (So if damage is 2000 and a ship has 500 in shields, the shields will drop to 0 and the rest of the 1500 will disappear.)
End of Natsuko640's quote

Keep in mind that the damage done by abilities like that is still affected by shield mitigation, armor, and other damage reducing affects. So if you were firing on a target that had already been in combat for a while and had 57% mitigation, that 4000 would really be 1720 damage.

Quoting SivCorp, reply 6
which is something that the TEC has been missing for a while.... synergy.
End of SivCorp's quote

Quoting Rovert10, reply 7
Yeah.... *looks at the Kol*
End of Rovert10's quote

Yeah the Kol+Dunov used to be the only thing you could synergy for. But I think this titan is much more capable of using it.

Reply #10 Top

Quoting Yottsu, reply 4

The only time the TEC Loyalist's titan can stand a chance is if the Rebel's titan is low on antimatter.
End of Yottsu's quote

I think this will increase the popularity of Radiance Battleship :D

Reply #11 Top

The loyalist titan horribly outclasses the Rebels solely because of its ridiculous defense and armor regen. After Mitigation and armor is taken into account it can't be touched by anyone, especially late levels. Even the Rebel's titan can't destroy it at that point.

As for the Rebel titan?.. It does seem broken in damage, ( in the bad way. ) Apart from the Tool Tip for its Damage output of its abilities almost flat out lieing, ( Because it disregarded Armor and Shield Mitigation,), it also seems to have issues bringing its weapons to bare, some times using everything it has, while other times using only a few of its weapon ports. On top of this, when It could be using, say its missile batteries or Gauss guns, on a forward target, it's busy attacking other objects even if you directly tell it to attack a single target. Not only this, Overcharge seems to be rather... underpowered... Atleast according to the tooltips... it adds an extra 100+ Anti-Matter to the abilities, while Only increasing Snipe attack by 1000... Explosive by 200, and Scatter by nothing , ( Which after armor is taken into account makes it completely useless.) In my opinion, Overcharge should also add to an armor Debuff.. ( Perhaps make the next shot also Ignore armor a bit on top of the increase in damage? )

Reply #12 Top

Last tiem i checked, titans are not subject to crowd control abilities like magnetize.

 

 

That aside:

 

The ship is clearly intended to be used in conjunction with a supporting group of marza/dunov caps.

 Combine it with command cruisers, hoshikos and the general TEC melange of bodies to for ma wall of battle and you get a serious threat.

Inversely, while the Ankywhatamacallit has superior wall abilities (not to mention a SICK fleet damage reduction ability) and half decent fleet breaker (the close range AoE damage and ability stun sphere) it still lacks what tec fleets genera lneed more than more tank:

 

area effect damage. 

 

The rebel titan combined with marzas and dunovs can put on large scale pressure on a fleet of ships. They force mass healing and use of restorative abilities.

 

 

 

And then you should also look at the team play potential: Both vasari and advent have abilities that reward and amplify spread out fire, and the Rebel tec can dish out judicious amounts of said fire.

 

 

Oh and explosive shot is a formation breaker....

 

 

 

 

 

Now i am not saying that the rebel titan is op, i am just saying its decent for what its intended use is.

 

Its weaknesses actually are shared by any cap+ sized target: being focused. Even the loyalist titan does not stand up to focused fire. Yes it take longer to kill but its outgoing damage also is lower.

 

 

 

 

Suggestions i have in general for titans:

 

Be a bit more liberal with the RANGE of their abilities. 

 

- The rebel titan needs to face its targets for example, and with its low turnrate even after upgrade and the overall short range, its at times difficult and frustrating to have it home in on a target. 

 

 

- the loyalist titan suffers from the Fleet Anchor effect. 

It clearly is designed to anchor a fleet , but its offensive ability is close ranged. So close ranged in fact that it requires you to ram the thing smack into the middle of an enemy fleet. While against tec fleets this might fly, vs the dps heavy vasari and advent this will result in a failure.

 

The ability does not do enough damage and disruption to warrant this. risk.  Calling into question the reason for its existence.

 

 

Either buff it up so it becomes worth the risk or make it a "bomb" like effect that you can launch  at a location.

 

 

 

 Oh and btW: Vasari titan will probably be the premier wall.

 

I had the pleasure of seing an unupgraded one in action at an artifact world.

 

 

Its hull regen  is ludicrous, went up to 410hp/sec when i walzed in the fleet.

 

That means it went from near death to full health repeatedly.  like some japanese hp boss ^^