Making Frostflare a Happier Sinner
After tooling around with Rebellion (and getting my first EVER minidumps!), I'd like to say that I'm genuinely impressed with the game, both in whole and in part.
That said, I've noticed that a couple of the dominant balance issues around here are as follows:
- Orkulus Rex
- The uselessness of the Kol, the Radiance, and the Revelation
- Corvettes?
- A few other odds and ends
I feel the need to speak out on these issues and consolidate worthwhile arguments in one place. If I notice a sufficiently strong argument against any of my suggestions, I will strike them from the list; suggestions will be in red.
DISCLAIMER: Mecha-Lenin is free to participate in this thread; I don't consider him a troll. Rather, I see him as someone who has no tolerance for fools. His input is welcome. *ducks for cover*
My suggestions are as follows:
- Fix known bugs and mini-dumps.
- Improve fighter acceleration, deceleration, and turn rate, so they can make an attack pass, come around, and attack again more quickly (if necessary, reduce weapon cooldown time so they can fire more often if they need to)
- Attach Point Defense Systems to all capital ships; damage values identical to flak frigates at level 1 (values double by level 10):
- Four banks on Carriers and Dreadnoughts (Carriers get a fighter screen, so they don't need the turrets; Dreadnoughts have an additional purpose that other capital ships don't have, so they don't get a fighter screen)
- Six banks on Battlecruisers (one battlecruiser = 1.5 flak frigates at level 1)
- Eight banks on Battleships (one battleship = 2 flak frigates at level 1)
- Buff the Kol:
- In addition to its current damage, Flak Burst shells are now loaded with chaff, reducing strike craft accuracy by 4/8/12/16% for [x] seconds; stacks twice (thanks, Volt); additional hits refresh; range increased from 3000/3380/3760/4140 to 3700/4080/4460/4840
- Adaptive Forcefield now passive; reduces damage by 10/15/20/25% and increases Phase Missile block by 15/21/27/33%
- Gauss Rail Gun no longer slows the target; instead:
- Ignores shield mitigation (thanks, Volt)
- Passive regeneration disabled (acts as an antimatter reducing ability and shield/hull DoT) for 10/20/30/40 seconds
- Telekinetic Push range increased from 4200 to 5000
- Buff the Radiance:
- Now hosts squadrons like a battlecruiser (squadrons at levels 1, 5, and 9) because it lacks a fleet-defense anti-strikecraft ability (this honor goes to Telekinetic Push) -- neither Volt nor Goa are a fan of this, and I trust them implicitly
- Energy-Absorptive Armor: no longer increases base armor; now does either one or both of the following (thereby solving the problem of the Radiance's lack of offensive power AND its lack of durability):
- Increases damage output by 5/10/15/20% per attack received, up to a maximum of 50/100/150/200% bonus damage; lasts for 30 seconds; each hit refreshes
- Reduces incoming damage by 5% per attack received, up to a maximum of 30/45/60/75%; lasts for 30 seconds; each hit refreshes
- Buff the Revelation:
- Clairvoyance now reveals all mines in the target system for the duration
- Guidance now provides the following bonus to the Revelation and all friendly units in range (I'm on the fence as to whether or not it needs to be active or passive, so I've listed both active and passive suggestions; but the reduction to ability cooldowns has got to go, regardless):
- If passive, increases bombardment damage (or cooldown) by 10/20/30/40%; if active, increases bombing damage by 40% for 15/25/35/45 seconds
- Buff the Antorak Marauder:
- Phase Out Hull: damage/healing scales (100/200/300/400)
- Distort Gravity:
- Range increased from 5000 to 7000 (just short of Targeting Uplink [8000])
- Phase Jump Departure Range becomes Phase Jump Chargeup Rate (because you're in bad shape if the ability ends before you jump)
- Subversion: Before you jump on me for my suggestion here, note that Embargo does basically the same thing at max level AND gives you money; my suggestion for Subversion increases the DURATION of an effect that Embargo builds up to as it levels
- Reduces ship build rate by 100%
- Reduces structure build rate by 100%
- Reduces planet upgrade rate by 100%
- Reduces population growth rate by 100%
- Reduces planet health restoration rate by 100%
- Duration: 60/120/180/240 (ends if Marauder leaves the system)
- Nerf Starbase Mobilization in such a way that the following conditions no longer apply:
- Can be constructed in the rear, fully upgraded, and then sent straight to the front, without any ability to stop it
- Enemy units cannot escape from it without being significantly weakened (owing to Jump Destabilization -- although here, I feel the antimatter loss is far more severe than the health loss)
- Can be spammed by players who pour money into their economy
- Optimal solution appears to be a temporary debuff when it enters a system [reducing damage and preventing Phase Destabilization] and an overall increase to fleet upkeep when Starbase Mobilization is researched
- Nerf the Corsev (though I have no idea how)
- Buff the Rankulas (if anyone has ever played Warcraft III, this capital ship is basically the equivalent of the Beastmaster hero, so it should be viable).
- Break the link between Pulse Gun research and Pulse Beam research (after all, there is no link between Pulse Lasers and Beams in the TEC tree)
Discuss.