Novalith Cannon Feedback and Bugs

To be clear this is not a rant for nerving Novalith just an overall feedback on what i noticed about the Cannon and what i think about it.

Bugs:

1. It's possible to shoot at Planets from factions you have a cease fire / peace treaty with when you still have old intel on the planet where it's controlled by an enemy. It's possible to abuse this and it leads to very frustrating situations where allies nuke each others planets. Especially when you use the cannons on auto.

2. I noticed that the trade debuff aspect actually dosn't work. I've tested it to confirm you get the debuff in the info card but your Trade income from the planet isn't affected.

 

Balance:

As it seems to me the cannon is actually in a good place except for one thing the debuff. It seems to me that the duration is at least over 10 minutes. I have yet to measure the exact duration, but it's too long. It shouldn't take much longer effect than the cooldown on the weapon. Right now it's balanced because the trade debuff doesn't work. If the debuff gets fixed the duration needs to change or you can seriously wreck up your enemy economy with these cannons even if they counter build Starbases.

If anyone else noticed some bugs or anything about the Cannons reply, but no "OMG NERV NOVALITH" rants please.

 

Greets

Black

 

Edit: The debuff duration is 30 Minutes thanks to GoaFan77 for the Information.

13,507 views 21 replies
Reply #1 Top

As it seems to me the cannon is actually in a good place except for one thing the debuff it seems to me that the duration is at least over 10 minutes.
End of quote

Its a half hour. x_x

Reply #2 Top

Just got done playing a 10minute speed x8 game against the TEC loyalist with me being Advent loyalist. Once I had half my own system colonized all I hear is "An ominous force has disrupted the balance of the galaxy" I counted about 4 of them. The Novalith's one-shotted my planets and and didn't even bring anything in the gravity-well under 95% HP.

I know you said don't make this a "nerf the nova" thread, but it is WAY to powerful as it is. I tested this against my roommate over LAN and within 20 minutes he won due to the cannons, these things just hurt WAY to much.

 

Reply #3 Top

80 minutes in more than enough time to get novaliths. And you can keep them from destroying your planet with the axillary government upgrade on your starbases. The AI is just a bit too fond of them at the moment...

Reply #4 Top

Just had a thought: shouldn't novalith's duration scale down based on the game's resource speed? As it is in faster speeds it actually causes greater economic damage then in slower speeds(more resources lost).  Considering that the cost of researching and building a novalith is constant this seems like an oversight.

Reply #5 Top

True, but having a starbase at every one of my planets beats my economy into the ground. And It was a 10 minute game against the AI and a 20 minute one against my roommate, I mean if they really wanna keep the Novalith's like this then they should buff the Deliverance Engines to where it drops a planets allegiance to 5-10% per shot or just go for gold and fully allows you control over it.

Reply #6 Top

Quoting bilun, reply 4
Just had a thought: shouldn't novalith's duration scale down based on the game's resource speed? As it is in faster speeds it actually causes greater economic damage then in slower speeds(more resources lost). Considering that the cost of researching and building a novalith is constant this seems like an oversight.
End of bilun's quote

Well it works on a percentage penalty, the -40% trade income is reducing fewer resources on the slower game.

Quoting bloodmoon8989, reply 5
10 minute game
End of bloodmoon8989's quote

At 8x speed thats a pretty big handicap on yourself against the AI, they can issue orders much faster than you. The Deliverance engine has always been the worst super weapon, and its a bit better in Rebellion as culture is militarily more significant for the Advent, but I really don't see that happening. The Novalith might get a duration or damage nerf, but that's about it. But lets not hijack this thread any further. ;)

Reply #7 Top

Quoting GoaFan77, reply 6
Well it works on a percentage penalty, the -40% trade income is reducing fewer resources on the slower game.
End of GoaFan77's quote

 

That's exactly my point.  Because it's percentage based for a static number of resources spent to build the cannon in all speeds it can cause the opponent to lose more credits in one speed setting then another.  The result is that the Novalith "pays back" it's cost in economic damage to the enemy faster inthe faster game settings then in the slower ones, leaving the opponent a smaller window of opportunity to destroy it before it's a net gain for the TEC player.

 

Just irks me a bit that in 'faster' economic settings a single shot to a terran world costs the enemy 7137 credits in tax income over 30 minutes, which is more then a TEC loyalist pays for the damn thing(and that doesn't even take into account the trade penalty which will probably bump it over 8000).  Whereas in the lower speeds the cannon has to fire twice before it's a net gain for the TEC player's economy relative to the opponent's.  That's an extra 6 minutes during which the opponent may blow up the cannon.

 

Just a thought- I stumble upon a number of things which I think should/shouldn't be changed by game speed settings.

Reply #8 Top

Quoting GoaFan77, reply 3
80 minutes in more than enough time to get novaliths. And you can keep them from destroying your planet with the axillary government upgrade on your starbases. The AI is just a bit too fond of them at the moment...
End of GoaFan77's quote

 

Dude even I am fond of them at the moment. If I have the chance I build at least 3 of them, I love going eco so I do this strategy where I go eco like normal provide my partners, and invest towards teching for novalith dereg. You can also opt to turtle up for if you start to build novaliths the enemy tends to like to bline it to you if they have the proper positioning. Then you place 3 novaliths, in the eco position this is actually very easy to do. hitting the economy of multiple planets is just amazing.

 

God I love the Novalith Cannon<3333333

 

All bias aside because I used to be on the other end. The Debuff timer needs a nerf, 2 minutes of lack of trade/growth seems reasonable to me. And after that, hardened cities needs a buff. And the Vasari actually have multiple indirect ways of countering the Novalith such as Fortification specialist and that one upgrade that increase planet growth by 40% I believe, they may not be able to mitigate the damage(I don't think they have a planetary defense) but they have the easiest time settling back in.. The TEC have the best method of mitigating its damage from planetary shield.

Reply #9 Top

Quoting MayallCommunion, reply 8

Quoting GoaFan77, reply 380 minutes in more than enough time to get novaliths. And you can keep them from destroying your planet with the axillary government upgrade on your starbases. The AI is just a bit too fond of them at the moment...
 

All bias aside because I used to be on the other end. The Debuff timer needs a nerf, 2 minutes of lack of trade/growth seems reasonable to me. And after that, hardened cities needs a buff. And the Vasari actually have multiple indirect ways of countering the Novalith such as Fortification specialist and that one upgrade that increase planet growth by 40% I believe, they may not be able to mitigate the damage(I don't think they have a planetary defense) but they have the easiest time settling back in.. The TEC have the best method of mitigating its damage from planetary shield.
End of MayallCommunion's quote

 

Actually as a Vasari player myself in Diplomacy shooting at my planet with a nova is a very bad idea, because you'll just piss me off lategame wich will lead to me hotdropping some carriers with marauder in your novalith systems. In short i think Vasari can very counter Novas in many ways.

Advent seems to have the hardest time against Novas since they can't really do something against the cannons other than building SB's just to get planet insurance and go offensive.

I Also agree that the Deliverance Engine needs some buffs it's effect in culture is considerable weak and can be completly negated if you build more than 1 Broadcast center since the warheads don't stack.

Reply #10 Top

I just thought that a vasari player can Kostura the planet and drop some of his fleet in there to kill his novalith. And phase jump out the same way.

Reply #11 Top

Together with the new culture buffs a delivarence hit is quite strong combined with a fleet attacking. It doesn't just bring your those buffs and the 25% damage increase, it also takes away any culture advantage the enemy had at that planet. TEC loyalitst can deal with this a bit better than other factions, thanks to the nature of their new reseearches. But in my little experimenting I found that TEC rebels fall like flies to it, and Vasari will probably be similar (although I admit, I needed more than 1 super in order to keep the pressure up).

I don't bother building novas when playing versus my friends. We all use aux gov, in order to be effective you'd have to spam large numbers of them for any useful effect. When trying to push back an enemy both the Vasari and the Avent superweapon are better... unless you manage to hit a planet or asteoid that has not been fortified yet.

Reply #12 Top

Quoting mcintire, reply 11
Together with the new culture buffs a delivarence hit is quite strong combined with a fleet attacking. It doesn't just bring your those buffs and the 25% damage increase, it also takes away any culture advantage the enemy had at that planet. TEC loyalitst can deal with this a bit better than other factions, thanks to the nature of their new reseearches. But in my little experimenting I found that TEC rebels fall like flies to it, and Vasari will probably be similar (although I admit, I needed more than 1 super in order to keep the pressure up).

I don't bother building novas when playing versus my friends. We all use aux gov, in order to be effective you'd have to spam large numbers of them for any useful effect. When trying to push back an enemy both the Vasari and the Avent superweapon are better... unless you manage to hit a planet or asteoid that has not been fortified yet.
End of mcintire's quote

 

Read my post above^^

Its gimicky but its efficient and works for me.

Reply #13 Top

I read it. I still don't use it. In the time I invest to watch that gun shoot enemy planets I could have gone and eradicated them myself.

Reply #14 Top

Quoting mcintire, reply 11
Together with the new culture buffs a delivarence hit is quite strong combined with a fleet attacking. It doesn't just bring your those buffs and the 25% damage increase, it also takes away any culture advantage the enemy had at that planet.
End of mcintire's quote

Except when it doesn't, and that's the greatest weakness of the thing. Sufficient local culture generation completely negates this aspect of it.

Since unlike the other two it's at its strongest when firing where your fleet is, you're probably going to be hitting border worlds more often then back end worlds with it, and a decent culture game there prevents it from working effectively.

It's unquestionably the weakest of the three Superweapons.

Reply #15 Top

Quoting mcintire, reply 13
I read it. I still don't use it. In the time I invest to watch that gun shoot enemy planets I could have gone and eradicated them myself.
End of mcintire's quote

Like I said this is if I am in eco position, I am protected by my team mates, and you can feed them while investing in the novaliths.

Reply #16 Top

Quoting Tridus, reply 14

Except when it doesn't, and that's the greatest weakness of the thing. Sufficient local culture generation completely negates this aspect of it.

Since unlike the other two it's at its strongest when firing where your fleet is, you're probably going to be hitting border worlds more often then back end worlds with it, and a decent culture game there prevents it from working effectively.

It's unquestionably the weakest of the three Superweapons.
End of Tridus's quote
I prefer to call it the "most situational". But yes, this makes the weapon less reliable than the others, unfortunately.

Reply #17 Top

After reading the replies I ask everyone this.

 

Should an advanced researched super weapon based on culture be hampered by an itty-bitty building that needs very little research?

Comparing the Deliverance Engine to the Novalith Cannon and the Kostura Cannon, both cannons are immensely more powerful then the Engine. Even with the Kostura's limited in-system shots all you have to do is colonize one planet and pour your fleet into whatever enemy planet you shoot. Along with the disabling effect of the shot the Vasari could dominate the game, that's if the TEC don't build Nova's and one-shot the Vasari planets from another system of course :P

Now we come to the Deliverance Engine. This weapon is wonderful if you build 5+ of them and set them on manual fire, and you're willing to park your fleet in neighboring planetoids while you wait for your target to get hit. But to be hampered by a simple broadcast center is a bit bleh as opposed to the other 2 where there is no way to counter it.

Reply #18 Top

Quoting bilun, reply 7
That's exactly my point. Because it's percentage based for a static number of resources spent to build the cannon in all speeds it can cause the opponent to lose more credits in one speed setting then another.
End of bilun's quote

The same could be said of the Sova's embargo or anything else that does that. Sure its draining more absolute resources but your total resource rate is also higher. As a percentage of your total income its draining the same.

Reply #19 Top

That's exactly my thoughts bloodmoon8989. There's no real counter to the Novalith's economic effect at all and the non TEC counter to losing your planets isn't cheap (Starbases). The Kostura seems to have no particular defense at all. The Deliverance Engine's effects are almost entirely stopped by a couple of broadcast centers.

 

IMO it should disable local culture generation on top of applying yours. That would bring it more in line because the planet you target wouldn't be able to negate it so easily.

Reply #20 Top

Quoting Tridus, reply 19
That's exactly my thoughts bloodmoon8989. There's no real counter to the Novalith's economic effect at all and the non TEC counter to losing your planets isn't cheap (Starbases). The Kostura seems to have no particular defense at all. The Deliverance Engine's effects are almost entirely stopped by a couple of broadcast centers.
End of Tridus's quote

You do have one counter. Scuttle the planet!

Reply #21 Top

Quoting MayallCommunion, reply 10
I just thought that a vasari player can Kostura the planet and drop some of his fleet in there to kill his novalith. And phase jump out the same way.
End of MayallCommunion's quote

I posted that already, see my post above.;) Actually as a tip a marauder with that hotdrop is usually a good addition because it pretty much guarantees a save retreat (stabilize phase space and inhibitor negation).

Quoting bloodmoon8989, reply 17
Comparing the Deliverance Engine to the Novalith Cannon and the Kostura Cannon, both cannons are immensely more powerful then the Engine. Even with the Kostura's limited in-system shots all you have to do is colonize one planet and pour your fleet into whatever enemy planet you shoot. Along with the disabling effect of the shot the Vasari could dominate the game, that's if the TEC don't build Nova's and one-shot the Vasari planets from another system of course
End of bloodmoon8989's quote

To the Nova in late you almost always build SB's as Vasari personally I think it's the best of the 3 SB's since it can move and assist any fight with it's massive guns going Aux Gov is almost always worth the investment even if no Nova spam occurs.

Quoting bloodmoon8989, reply 17
Now we come to the Deliverance Engine. This weapon is wonderful if you build 5+ of them and set them on manual fire, and you're willing to park your fleet in neighboring planetoids while you wait for your target to get hit. But to be hampered by a simple broadcast center is a bit bleh as opposed to the other 2 where there is no way to counter it.
End of bloodmoon8989's quote

You can counter Novas to an extend with Aux Gov upgrades it just comes at high cost.

The Kostura is the only one  you can't counter and in my opinion it's by far the most powerful of the 3. I'm not sure but i think you can actually fire it to other solar systems just phase stabilizer jumps only work between nodes in the same system.

The problem with the Advent weapon is that it only works with a fleet to assist an assault for everything else it's pretty much useless.

Now back to the Nova since this thread was supposed to be Nova feedback.

Regarding the strength of the other super weapons how long do you think the debuff should last or changed to bring it in line with the other 2 or should it be changed at all?

As i stated above right now the Nova is not that op but thats considering the bug that the trade debuff isn't working at all at least it had no effect in my games (checked trade income /sek on all planets affected by the debuff still got the same amount). But i think that a 30 Minute debuff is to long especially with a -100% Trade component since the Nova has a 6 minute cooldown would be op.

 

Edit: i need to change something just found out the debuff is working  in the game i'm currently playing and it reduces the trade income of the planet by half. Still 30 minutes seems pretty long for me a bit too long.