What Should be in the Next Balance Patch?

The purpose of this thread is record all balance issues in one place for easy reference and then to suggest changes. Here I'll list some examples of possible solutions from my own ideas and also ideas that have been floating around on the forums. Ideas that are not my own (which is most of them) are marked with an asterisk.

Any input would be greatly appreciated.

 

EDIT: Non-faction specific game play changes.

Remove Pirate Base from Competitive maps, suggestion by ZombiesRus5.

Include option to remove periodic pirate raids but keep the possibility of sending them missions.

 

TEC

Kol Battleship:

Gauss Rail gun ability could benefit from a better secondary effect. For example, a nice buff could give this ability the effect of temporarily stopping passive regen on the target.

EDIT: Or make GRG's AM cost much lower so that it can be spammed; suggestion by Bilun.

Adaptive force field should be rebalanced as a passive ability*.

EDIT: Flak Burst: In addition to its current effects, make this also destroy 2/3/4/5 enemy SC squads; suggestion by Bilun.

 

TEC Loyalists

Hardened Defenses should be moved down to tier 2. EDIT: Additionally, give it the effect of making tactical structures disable-proof. Suggestion by JJBuck2.

EDIT: Militia Weapons and Militia Armour: Get base rank 0 so that they get some benefit before needing any research. Suggestion by Bilun.

EDIT: Grant Twin Fortresses or SB Compartmentalisation the additional effects of granting extra tactical slots and/or additional SB upgrade slots. Suggestion by JJBuck2.

Ankylon Titan:

Group Shield should have its cool down time greatly reduced, possibly by as much as half* and also make it give a shield restore buff to the affected allied ships*.

EDIT: Furious Defense could inflict 20/40/60/80 splash damage with 1500 range when active.* Either this or rebalance Furious Defense as a passive ability that also grants a buff to shield regen*.

Inspire and Impair should affect SC* or Titans (suggestion by HouseRalan).

 

 

Advent

Mass Disorientation could effect SC.* I quite liked this idea when I first saw it although I am skeptical as to its necessity. EDIT: Instead, this should simply be non-interrupt able; suggestion by Seleucia.

Allure of the Unity should be tier 2.* It gives only a 5%/10% allegiance boost to planets and yet is tier 8. Currently not worth it. Should also be just 1 level; suggestion by Seleucia.

EDIT: Final Judgement should target enemy cap ships and Titans; suggestion by Seleucia.

Revelation Battlecruiser:

EDIT: The Guidance ability on the Revelation coordinates the assault on target enemy The revelation grants all nearby allies +5/10/15/20% accuracy and the targeted enemy takes 8/12/16/20% extra damage for  for 25 seconds.

Cooldown: 30 seconds

Am cost: 60

 

Advent Loyalists

EDIT:

Base value of damage in culture bonus increased to 5%. Suggestion by Bilun.

EDIT: Planet for a Planet: Should Last 750 seconds. Suggestion by Bilun. Possibly this should also activate upon scuttling of a colony so that it is less situational. Suggestion by ZombiesRus5.

Fury of the Unity: Moved to Hostility Tree or greatly dropped in tier (suggested by ZombiesRus5)

Cowards Submission: Increase conversion chance e.g to 10%. Suggestion by Bilun.

Global Unity should be moved down to tier 3. Deemed unnecessary by GoaFan.

Assimilated Populace should grant its effect upon use of Repossession*. Drop this tech down to tier 2*.  It is ridiculous that a faction whose theme is synergy has upgrades that are designed to not synergise. It would be as if the Eradica's Purification ability didn't activate the buff granted by Strength of the Fallen.

 

Coronata:

Subjugating Assault: This should grant the same amount of exp as when a target is destroyed*.

Suppression Aura should effect SC or possibly corvettes instead but this would probably require a stat nerf so that the debuff that it grants isn't so large*. A passive 40% damage nerf and ~60% speed nerf to enemy bombers might be excessive.

Repossession should reduce the price of planetary upgrades by 33%/66% instead of 0%/33% as it is now.

 

 

Advent Rebels

 

Cleanse and Renew: Although the tech description for this upgrade is fairly vague, it doesn't sound worth getting. It seems as though it gives allied ships bonus AM when you destroy an enemy colony. But by the time an enemy colony is destroyed, the enemy fleet has typically been beaten so the extra AM isn't really a benefit. It would be much better if this tech just granted a large and long lasting AM regen boost to allied ships at an enemy planet when said planet takes damage.

Mass Communion: As pointed out in other thread, this tech just doesn't fit with the AR theme and is pretty much worthless as well. If it had no research prerequisites than it would actually save costs on media hub construction.

 

Vasari

Gravity Warhead: Change this so that it cannot target Titans, thanks Seleucia.

Bombers: I think every one agrees that their DPS per supply needs to be 30% lower in comparison to the other factions bombers*. Furthermore, it is their damage per shot that needs to be reduced in order to lower their DPS. Merely lowering their RoF won't help since they would still reach critical mass too easily and one-shot kill important ships.

EDIT: The defensive turret's Disruptive Nanites upgrade should not disable passive regen on Titans for 5 minutes (thanks Zombie for looking that up)*. That is just excessive. A 30 second debuff is enough.

Phasic Trap needs reduced range, reduced duration and increased cool-down time. Probably unnecessary.

 

Vasari Loyalists:

Vorastra:

Desperation: This shouldn't inflict splash damage on corvettes*. After initial skepticism, it became obvious that this needs to be nerfed.

The Maw: (EDIT) Make this ability interrupt able.

 

Vasari Rebels:

 Star Base Mobilisation: (EDIT) Make Orkies only capable of jumping between planets that have phase nodes*.

 

106,288 views 129 replies
Reply #1 Top

Global Unity should be moved down to tier 3.
End of quote

Now that this gives an allegiance bonus, really I think it's fine where it is.

Also, what does the * mean?

Reply #2 Top

Quoting GoaFan77, reply 1

Global Unity should be moved down to tier 3.

Now that this gives an allegiance bonus, really I think it's fine where it is.

End of GoaFan77's quote

Makes sense.

 

Quoting GoaFan77, reply 1

Also, what does the * mean?
End of GoaFan77's quote

The asterisk marks all ideas that are attributed to other people. I did explain it but its easily missed in the wall of text.

 

Any thoughts on my SB Mobilisation nerf?

 

EDIT: OP is updated, GoaFan's and Bilun's suggestions added.

Reply #3 Top

The advent loyal tech I'd really like to see drop a tier or 2 is Assimilated populace.  As is it's too deep to be worth grabbing in time for the initial wave of colonization.  Assim is perfect for early expansion, and if it were T2 or T3 it could actually be grabbed in time.

 

By and large though I like most of your changes- I'll post a more detailed response later.

Reply #4 Top

I dont think the Maw needs to be nerfed. Its level 6 ability, its bit clumsy to use and can be partially countered by aforementioned spreading of smaller ships or simply some AM draining ability. 

Bottom line, its meant to break the stalemates and Sins is exactly the kind of game, where stalemates can happen pretty easily. 

Reply #5 Top

The suggested Nerf to Starbases for vas is ridiculously OP.  It would make them utterly and completely worthless for anything but an assault ship that doesn't use a slot.  All the non-military upgrades would be worthless.  What is needed is for the mobilization research to be an add-on to phase stabilizers on the starbase, making each jumping starbase a large investment by itself.  (The constructor+the base being built+Stabilization+mobilization)  That is 4 large sums of resources right there.  With that large of an investment there is incentive to get the hull and weapon upgrades as well, meaning they will be lacking in other areas.  If they aren't, someone has left them alone and deserves to die anyway.

I would like Ankylon's Group Shield to add a small amount(1.5 per level?) of Shield Regen to its targets in addition to its current ability, no cool-down change necessary.

I would also like Furious Defense to get a minor Nerf, in exchange for providing the fleet around the ship 10% of its benefit in a decent range.

-Huzzah!

Reply #6 Top

Quoting Twilight_Storm, reply 6
The suggested Nerf to Starbases for vas is ridiculously OP. It would make them utterly and completely worthless for anything but an assault ship that doesn't use a slot. All the non-military upgrades would be worthless.
End of Twilight_Storm's quote

That is a reasonable price to pay in order to get what is basically an extra titan.

Quoting Twilight_Storm, reply 6
What is needed is for the mobilization research to be an add-on to phase stabilizers on the starbase, making each jumping starbase a large investment by itself..
End of Twilight_Storm's quote

Yeah, that could work. But it still allows for the possibility of multiple jumping orkies which is unbalanced. Even if this did make the jumping Orky upgrade worthless, I wouldn't mind since the VR are still a highly competitive faction without it.

Quoting Twilight_Storm, reply 6

I would like Ankylon's Group Shield to add a small amount(1.5 per level?) of Shield Regen to its targets in addition to its current ability, no cool-down change necessary.
End of Twilight_Storm's quote

Its current cooldown time prevents Group Shield from effectively keeping ships alive because they die so easily during the long cool-down time. Adding a shield regen buff would be good though.

Quoting Twilight_Storm, reply 6

I would also like Furious Defense to get a minor Nerf, in exchange for providing the fleet around the ship 10% of its benefit in a decent range.
End of Twilight_Storm's quote

Making Furious Defense help the fleet is a good concept although I would suggest something higher than 10%.

Reply #7 Top

TEC Loyalist:

Ankylon's Group Shield should be a passive. That it would make it more of a pain in the ass, ergo a more desirable target. Group Shield as an active skill means there will always be some time when the enemy will hit with full force. Ankylon is too much of a sitting duck and just ignored until the fleet is wiped. This would nudge it into a more effective position.

Group Shield should have these effects:

I) share part of the damage with other ships under group shield. This will help against e.g. snipe, splitting part of the damage to other ships. I think 10/20/30/40 would be nice. Or, if implemented another way, have each ship absorb 0.5/1/1.5/2% of the damage taken by another ship. That would make a larger group of ships more resilient than a smaller group.

II) faster shield regen for all ships under the effect.

III) Increased max. shield mitigation.

Reply #8 Top

Quoting JuleTron, reply 7


1 )  That is a reasonable price to pay in order to get what is basically an extra titan.

2 )  Yeah, that could work. But it still allows for the possibility of multiple jumping orkies which is unbalanced. Even if this did make the jumping Orky upgrade worthless, I wouldn't mind since the VR are still a highly competitive faction without it.

3 )  Its current cooldown time prevents Group Shield from effectively keeping ships alive because they die so easily during the long cool-down time. Adding a shield regen buff would be good though.

4 )  Making Furious Defense help the fleet is a good concept although I would suggest something higher than 10%.
End of JuleTron's quote

1 )  I disagree.  It takes away from Vasari's ability to adequately defend their grav wells later in the game without their fleet present.  I'm not saying a starbase makes a world safe, but an orky needs to be dealt with before the rest of the grav well can be assaulted, which buys time for your fleet to get there.

2 )  Even if they do tech up 2-3 of these, that would pretty much ensure they have no real supporting fleet or haven't upgraded hull/weapons.  In either case, the other player will have the advantage since only 1 can be active in a grav well at once, and the Orky lacks actual Titan abilities, (with the arguable exception of Frontal Deflector) which is what makes them truly powerful.  I agree they are a bit much as they are now, but moving mobilization to a per-starbase upgrade would bring them into the reasonable range.

3 )  By the time you're fighting Titans, AoE damage is commonplace.  Adding the shield regen should ensure lots of your ships are at full once the Group Shield wears off, and barring some tactical button-pushing by your opponent, should ensure they survive long enough to get the next one in place to regen again.  It should not be an invulnerability button that negates mass amounts of damage all the time.

4 )  10% was just a place to start, I don't know the numbers off the top of my head.  Maybe 10% base then 5-10% added per level of the ability?

Just my thoughts.

-Huzzah!

Reply #9 Top

On the jumping Orkies, we bounced the idea around a few months back of requiring Phase Gates to move the Orkie.  This would allow them to still be very viable on defense but require a lot of skill to use on the attack.  Basically you would need either a Kostura shot or a level 6 Marauder to attack with them.

A second level on their Phase Gate upgrade would help too.

Reply #10 Top

I'm in the camp that the only effective way to nerf SB Mobilization is to require a phase node to jump.

Had it been implemented this way initially I think everyone would have been more than happy with the result. 

You can still defend anywhere with a VR starbase with a phase stabilizer network

You can attack anywhere with a phase stabilizer and a kostura or Antorak Marauder (lvl6). 

 

I don't believe any level of tweaking stats or debuffs will create a favorable result. The idea above for limiting active starbases isn't even worth considering IMO.

 

Reply #11 Top

Quoting Twilight_Storm, reply 9
1 ) I disagree. It takes away from Vasari's ability to adequately defend their grav wells later in the game without their fleet present. I'm not saying a starbase makes a world safe, but an orky needs to be dealt with before the rest of the grav well can be assaulted, which buys time for your fleet to get there.
End of Twilight_Storm's quote

Doesn't matter because Vasari have phase stabilisers.

Quoting Twilight_Storm, reply 9

2 ) Even if they do tech up 2-3 of these, that would pretty much ensure they have no real supporting fleet or haven't upgraded hull/weapons. In either case, the other player will have the advantage since only 1 can be active in a grav well at once, and the Orky lacks actual Titan abilities, (with the arguable exception of Frontal Deflector) which is what makes them truly powerful. I agree they are a bit much as they are now, but moving mobilization to a per-starbase upgrade would bring them into the reasonable range.
End of Twilight_Storm's quote

The other player doesn't have the advantage in this case. The option of having multiple SBs pales in comparison to having an extra Titan that costs no slots. Anyway, VR don't need to research it.


Quoting Twilight_Storm, reply 9

3 ) By the time you're fighting Titans, AoE damage is commonplace. Adding the shield regen should ensure lots of your ships are at full once the Group Shield wears off, and barring some tactical button-pushing by your opponent, should ensure they survive long enough to get the next one in place to regen again
End of Twilight_Storm's quote

Once the group shield wears off, all those ships will likely be dead before it can be re-activated even if they are at max shields.

@BrazilianJoe Making Group Shield work like the Guardian's shield bubble combined with shield restore but passive would make it micro free which is definitely a good thing. If the shield regen is high enough it could help against AOE damage but making it that good and also passive would probably be OP.

 

 

Quoting ZombiesRus5, reply 9
I don't believe any level of tweaking stats or debuffs will create a favorable result. The idea above for limiting active starbases isn't even worth considering IMO.
End of ZombiesRus5's quote

I agree with the first part but limiting active SBs and preventing construction of more while there is an active SB should work. Making them require phase gates would still make them a better defensive tool than other SBs by far and also capable of offense under certain circumstances. Limiting them at least forces VR to give up defense to get an unequaled offense.

Reply #12 Top

Quoting JuleTron, reply 12
I agree with the first part but limiting active SBs and preventing construction of more while there is an active SB should work. Making them require phase gates would still make them a better defensive tool than other SBs by far and also capable of offense under certain circumstances. Limiting them at least forces VR to give up defense to get an unequaled offense.
End of JuleTron's quote

The problem here is that you would build up several starbases and get them leveled up before you research mobilization.  Then once you get mobilization, you can send them in one at a time to inflict massive causalities to a critical world / battle.  When (or if) it dies, you just send in another one.  You still retain most of the combat power of the jumping Orkie.  The only thing you lose is its defensive capability.

Also, how would you determine which Orkie is active? 

Reply #13 Top

I do like the idea of requiring phase stabilizers to make a jump, it would make the offense a littler trickier.

Quoting JuleTron, reply 12


1 )  Doesn't matter because Vasari have phase stabilisers.

2 )  The other player doesn't have the advantage in this case. The option of having multiple SBs pales in comparison to having an extra Titan that costs no slots. Anyway, VR don't need to research it.

3 )  Once the group shield wears off, all those ships will likely be dead before it can be re-activated even if they are at max shields.
End of JuleTron's quote

1 ) Just because they have access does not mean one will exist on every world or that their fleet will be at home when they need to get there.  Just because a race has access to a tech does not mean that a nerf to a defensive strategy as strong as a starbase should be concidered, at least not on the level you have suggested.

2 )  It's having multiple Starbases ready to jump in that makes this OP, not the fact that they can jump in general.  The player being attacked has the option to build Starbases of their own, as well as static defenses on their own worlds.  In the end it is a fleet vs fleet battle, with odds slightly in the favor of the defender, until you factor in reserve starbases ready to replace the one that may get destroyed.  Which is a heavy investment.

3)  The fact that they will be destroyed during cooldown is irrelevant.  The shield regen they have for the duration, combined with the damage resistance boost they have under it, is what the ability is for.  It sounds like you want a god-mode button(Or at least a tank button) that makes the TEC Loyal fleet nearly invulnerable.  In which case we would all be screaming for a nerf within a week...

Now, the Vas Starbase.  To negate the OP factor of having multiple SBs waiting 1-2 jumps away as reserve "Mini-Titans", how about either a network wide cooldown on their ability to make a phase jump, which activates on all starbases everytime one of them jumps, except the one that actually set it off.  Or make them automatically suffer the effects of Jump Destabilization so jumping into a war-zone becomes hazardous to their health, and requires they be built no more than 1 jump away unless repair units are handy.  Or maybe this in addition to Zombie's idea...

-Huzzah!

Reply #14 Top

GRG has been beaten to death...most nearly everyone agrees it needs a secondary debuff, but which debuff to pick (as well as the duration) has been up for debate...most common picks have been an armor debuff or disabling passive regeneration...personally I favor a shield mitigation penalty since every one and their mother has an ability with an armor debuff...

Cries for a passive AFF have been made for a long time...the stats you have suggested though are terribly low, even for a passive ability...note also that AFF is (like most things) affected by "sins math"...a 100% damage reduction would actually only reduce damage by 50%...a 50% damage reduction would actually only reduce damage by 33%...

Best way in my opinion to deal with group shield is to make it a fire and forget AoE...when you make it a targeted buff, that means you need to micro its firing to get most of your fleet, and that makes it a pain in the butt to use...some serious damage reduction also needs to be done for it to be useful at all...duration and cooldown also need to match so that you can have it up non stop...even with very high stats, if you can't run the ability constantly it is useless, AoEs and bomber passes in between group shield uses will still be devastating...

Splash damage for Furious Defenses has been my favorite tweak for quite awhile...Ankylon needs more AoE damage...

Allure of the Unity, regardless of tier, should probably be only 1 level with a 10% bonus (instead of 2 levels with 5% bonuses)...in another thread I detailed how development mandate was far more powerful economically than both levels of allure of the unity combined, and it's a single level tech at tier 6...

Mass Disorientation's biggest weakness is that it can be interrupted...since no SB can deal with SC (at least not directly), I'm not inclined to make Advent capable of doing so...if you really want to make the Advent titan useful, help it counter enemy titans....maybe take the useless "final judgement" ability that lets you bomb the nearby planet (you know, the planet that you own) and let it instead target enemy caps and titans...

Guidance has also been beaten to death...best idea in my opinion is for guidance to boost the abilities on a single target (for example, malice would do more damage if prog was under influence of guidance)...this has been discussed at great length, has been implemented in one of Zombie's mods, and will certainly be coming out in other works (wink wink)...

The Vasari nerfs are mostly self-evident...desperation should not affect corvettes and disruptive nanites shouldn't last as long...first weapon upgrade on the Orky also should probably take longer to build (make it same time as other SBs)...I'd also add that gravity warhead SHOULD NOT affect titans...

VR SBs are also a pretty worn issue...I think though that if the SB simply could not move for 5 or so minutes after jumping (I'm talking all engines disabled, not just phase drive), that would go to great lengths...it would be very hard to get them across the map without using a phase network, and it would give the defenders time before the Orky actually moves in and starts killing things...may also consider adding a 2nd level to the Orkies destabilize phase space ability: let SB mobilization "improve" the ability by removing its effect entirely...being able to jump into an enemy well and instantly debuff anything trying to leave is really really stupid, especially when you consider that the counters to Orkies late game (carriers, caps, titans) are things that depend on AM...

 

As for the Coronata, simple...Unity Mass does chaining damage...

 

 

Reply #15 Top

Quoting Seleuceia, reply 15

VR SBs are also a pretty worn issue...I think though that if the SB simply could not move for 5 or so minutes after jumping (I'm talking all engines disabled, not just phase drive), that would go to great lengths...it would be very hard to get them across the map without using a phase network, and it would give the defenders time before the Orky actually moves in and starts killing things...may also consider adding a 2nd level to the Orkies destabilize phase space ability: let SB mobilization "improve" the ability by removing its effect entirely...being able to jump into an enemy well and instantly debuff anything trying to leave is really really stupid, especially when you consider that the counters to Orkies late game (carriers, caps, titans) are things that depend on AM...
 
End of Seleuceia's quote

I can live with most of that.  Maybe not the 5 minute stop on in-grav-well engines(2-3, maybe, otherwise it's a giant target for bombers and anti-SB Cruisers, which would eliminate its offensive capabilities quite a bit.) but the rest would put it in its place.

Overall an acceptable nerf.  It disturbs me how much I agree with you lately.....

-Huzzah!

Reply #16 Top

I decided to put my thought out there on this topic. After reading the comments before me I saw some written so I will only agree with them.

 

1. Advent economy, for God's sake do something with it, the Loyalist +10% allegiance is good, but this is not present for the Rebels and still nowhere to trade upgrades and logistic slot increase, the Expulsion is awesome if you have high tax income rate, but there are situations where you don't have. Resource Focus is still ridiculous, I don't know who uses it... OK I support the idea for the Advent to have the worst economy, ok, but not this bad, I can only put tradeports everywhere that can't even be further upgraded...or choose the resource focus, I'm still not sure it gives back the huge cost of it's researches or it can't even compete with the trade port income so it's a loss if chosen. Honestly I would research the resource focus last even in the Advent Harmony researcher achievement. I think culture and allegiance could be keys, I read somewhere that culture centers should give trade increase or tax increase, that would be good, and the Allure of the Unity is too weak compared to extra economical researches of other races.

 

2. Ankylon, I really feel the Ankylon to be a walking brick, although somewhere I read it is to keep massed capitalships alive (like in the picture behind this page). It really needs some love, it doesn't have a huge damage or AoE attack while all other Titans have. It can be a support Titan but if you go on counterattack you will have nothing for your advantage, the shield casting stuff is just too weak and kills antimatter fast. Even the lev6 Inspire and Impair does not make that huge difference because you can only level your titan slower if you want a somewhat good fleet, you will need capitalships that drain XP. I don't know, a huge blow or a strong AoE is not suiting this ship well, maybe others have better ideas. But it must be changed, that faction is the weakest faction just because its Titan, and the late researches but it's in the next point.

 

3. TEC Loyalist, I understand the logic of this faction but the defense researches are too late, they are good but too late, maybe there should be more levels of them and on earlier stages, in the end giving the same increase, not being middle-late game things.

 

4. Vasari is still OP as far as I've seen, VR there is nothing to describe why.. VL mainly for the Vorastra, like a victory button, if you can save it till lev6 may God save the others from it. The jumping starbase of the VR is still a bad thing to happen, but I really like Seleuceia's idea, upon arrival they should be immobilized for some minutes, this is the best idea I have ever read on this topic. I have an idea of my own, Orkulus was meant to be defensive weapon but it's all about offensive, what if they could only jump to friendly territory? And maybe changing early game play, the Orkulus shouldn't be this good for attack, it should serve defensive roles I think, to defend Vasari player till he gets to middle game and gets economy. And the bomber damage reduction I agree with it, adding one thing, let Advent have more defense against it, I truly dislike the idea of having no lev4+ capitalships because of Vasari bomber swarm. The culture research is not good enough as it requires full culture but that will likely never be on a frontline world, and on enemy world LOL, it's almost impossible, PM block should be on shield researches I think, and to apply everywhere.

 

5. KOL, I read some thoughts about some things about the Kol, personally I like this ship, but it could have more antimatter as everything uses it and depletes too early. Or just make the Gauss weapon stronger but much bigger cooldown and get the "Experimental" (LOL are you kidding, experimental forcefield and experimental weapon even after decades?...) Forcefield to be a passive.

 

So summing it up, the things needing modification most are: Ankylon, Vasari Rebel, Advent economy, and Vasari bombers. These are most crucial I think.

Reply #17 Top

A superweapon On/Off switch, maybe? That'd be great, since the AI just spams those things, which is annoying. So if they would put this option in the next patch/update, it would be great.

Reply #18 Top

I'm shocked that nobody has mentioned one of the most OP broken things in the game

 

Wail of the Sacrificed!

This needs another nerf or outright removal.  It should not be able to instantly annihilate an entire enemy lategame fleet.  Perhaps making it apply some sort of debuff instead, or cap the damage to 50% of hull or something to that effect.  Instant complete destruction of a fleet that can't be avoided (this isn't big red button where you can stay out of range) is just flat broken.

 

On to other things, as stated previously Vasari is ridiculously OP late game for a few factors.  I'd even say that VL is worse than VR just because of the Vorastra.  My set of fixes would be:

1.  Vorastra changes :  The maw should probably have a target cap, this ship instantly warping across a well then instantly eating 50-100 ships is absurd, cap it at 25 ships level 1, 40 for level 2.  Still incredibly powerful but not instant win.  Desperation should have it's damage reduction component removed and the overall firepower of the ship needs to be tuned with this ability in mind, late game at high levels with full tech it gets absurd how much damage this ship can do, it shouldn't be so grossly better than the other titans.

2.  Jumping starbases:  The debuff on the starbase from jumping should be stepped up some also perhaps reducing it's movement speed by say 70%.  This would probably be a good idea for a change to the Orkulus (and perhaps all titants) in general because what really makes it so potent is how quickly it can chase ships around, if it was much slower it would be less of a threat and anti structure cruisers might actually be able to put a dent into it before it runs them over like squirrels on a highway.

3.  Tech trees:  Late game weapon buffs in the tech trees border on absurd with how much they increase firepower.  70% on wave cannnons??!?  these could be toned down to just another 5% per level instead of the crazy 10-20% that further pushes late game imbalances in vasari's favor.

4.  Bombers:  Vasari bombers are clearly overpowered (although bombers in general are too popular late game as their counters are ineffective at least in the short term).  A damage reduction is in order here for the vasari bombers.  Also, it would be nice if fighters could actually be made to do their job more effectively perhaps by boosting their firepower versus bombers or giving them some sort of AoE attack that could quickly whittle down the really huge swarms of bombers.  This sort of change of course would have to be thoroughly tested.

Finally a note on scaling.  Part of what throws the balance out of whack late game is how things scale from level ups and tech.  Level 1 titan? no problem!  Level 10? unkillable beast machine that will wreck 2k supply of best tech fleet.   Unupgraded orkulus? laughable!, Orkulus +3 weapon +4 hull? OMG, how do I bypass this cuz it'll take my 100 bomber squadrons 10 minutes to kill if they don't get stuck in phasic traps!

The solution I think is simple, just tone down how much the titans and starbases scale up from the selectable armor and weapon upgrades.  Instead of titans getting the 10-15% damage they get for the damage skill point upgrade, make it 5%, same with the armor upgrade, cut it in half.  Then do the same for all the starbase armor and weapon upgrades, cut the armor/shield boosts in half, reduce the weapon upgrade firepower by a similar percentage.  And Presto, sudden proper fleets and fleet tactics will be viable again in late game.

Reply #19 Top

Quoting Twilight_Storm, reply 6
I would also like Furious Defense to get a minor Nerf, in exchange for providing the fleet around the ship 10% of its benefit in a decent range.
End of Twilight_Storm's quote

I feel the Ankylon needs to have a very good self heal in order to fill its roll. And I have no problem with the self durability buff and the fleet durability buff being separate abilities as long as both are good.

Quoting Seleuceia, reply 15
maybe take the useless "final judgement" ability that lets you bomb the nearby planet (you know, the planet that you own) and let it instead target enemy caps and titans...
End of Seleuceia's quote

I have actually sometimes used this when I build a starbase in the enemy gravity well as part of a prolonged homeworld siege. Granted that's not a standard Advent tactic, but if you pull it off its really nice since you get the standard Meteor Storm with it, and you can keep your caps and titans fighting while the starbase bombs out the planet, or even free up your fleet to pursue the enemy if he flees.

Quoting Turchany, reply 17
Advent economy
End of Turchany's quote

The Advent economy will always be lackluster as long as it is so invested in culture. Culture has gotten rediscovered in MP as a quick economic boost and as a pressure weapon on the enemy, but it provides a fixed benefit and doesn't scale up with additional culture centers or standard research (only allure and global unity make it more economically helpful). I've greatly boosted culture in my mod and I have people asking every time to "nerf" the Advent Loyalists.  ;)

Quoting Turchany, reply 17
Resource Focus is still ridiculous
End of Turchany's quote

This is one thing that should be boosted, but keep in mind the equivalent for other races, refineries, are also pretty lackluster. I feel if you want to buff one to buff both.

Quoting Turchany, reply 17
tax increase
End of Turchany's quote

Culture does give a tax increase... :S

Quoting sgvk89, reply 18
A superweapon On/Off switch, maybe? That'd be great, since the AI just spams those things, which is annoying. So if they would put this option in the next patch/update, it would be great.
End of sgvk89's quote

You'll probably have to get a mod for that.

Reply #20 Top

 

Quoting Valkya, reply 19
I'm shocked that nobody has mentioned one of the most OP broken things in the game

 

Wail of the Sacrificed!

This needs another nerf or outright removal.  It should not be able to instantly annihilate an entire enemy lategame fleet.  Perhaps making it apply some sort of debuff instead, or cap the damage to 50% of hull or something to that effect.  Instant complete destruction of a fleet that can't be avoided (this isn't big red button where you can stay out of range) is just flat broken.

 

On to other things, as stated previously Vasari is ridiculously OP late game for a few factors.  I'd even say that VL is worse than VR just because of the Vorastra.  My set of fixes would be:

1.  Vorastra changes :  The maw should probably have a target cap, this ship instantly warping across a well then instantly eating 50-100 ships is absurd, cap it at 25 ships level 1, 40 for level 2.  Still incredibly powerful but not instant win.  Desperation should have it's damage reduction component removed and the overall firepower of the ship needs to be tuned with this ability in mind, late game at high levels with full tech it gets absurd how much damage this ship can do, it shouldn't be so grossly better than the other titans.

2.  Jumping starbases:  The debuff on the starbase from jumping should be stepped up some also perhaps reducing it's movement speed by say 70%.  This would probably be a good idea for a change to the Orkulus (and perhaps all titants) in general because what really makes it so potent is how quickly it can chase ships around, if it was much slower it would be less of a threat and anti structure cruisers might actually be able to put a dent into it before it runs them over like squirrels on a highway.

3.  Tech trees:  Late game weapon buffs in the tech trees border on absurd with how much they increase firepower.  70% on wave cannnons??!?  these could be toned down to just another 5% per level instead of the crazy 10-20% that further pushes late game imbalances in vasari's favor.

4.  Bombers:  Vasari bombers are clearly overpowered (although bombers in general are too popular late game as their counters are ineffective at least in the short term).  A damage reduction is in order here for the vasari bombers.  Also, it would be nice if fighters could actually be made to do their job more effectively perhaps by boosting their firepower versus bombers or giving them some sort of AoE attack that could quickly whittle down the really huge swarms of bombers.  This sort of change of course would have to be thoroughly tested.



Finally a note on scaling.  Part of what throws the balance out of whack late game is how things scale from level ups and tech.  Level 1 titan? no problem!  Level 10? unkillable beast machine that will wreck 2k supply of best tech fleet.   Unupgraded orkulus? laughable!, Orkulus +3 weapon +4 hull? OMG, how do I bypass this cuz it'll take my 100 bomber squadrons 10 minutes to kill if they don't get stuck in phasic traps!

The solution I think is simple, just tone down how much the titans and starbases scale up from the selectable armor and weapon upgrades.  Instead of titans getting the 10-15% damage they get for the damage skill point upgrade, make it 5%, same with the armor upgrade, cut it in half.  Then do the same for all the starbase armor and weapon upgrades, cut the armor/shield boosts in half, reduce the weapon upgrade firepower by a similar percentage.  And Presto, sudden proper fleets and fleet tactics will be viable again in late game.
End of Valkya's quote

 I think you are going bit over the top   :D   Not saying some of these things you propose are unreasonable, but apply them all at once? Would you like to nerf Vasari to oblivion?

And as i stated before i think you need to understand the point of high level titans late game. They are supposed to be game-enders. They are what NUKES and EXPERIMENTALS are usually in game like a Supreme Commander, they break the stalemates. There is nothing wrong with fleets being not as viable late-game, its only certain period of the match and anyway, its not completely true, no Titan can beat a fleet worth of 2000 fleet-supply, that is just nonsense. You are still better with a fleet + Titan than with just a Titan, even late-game.

 

Reply #21 Top

Quoting Valkya, reply 19
This needs another nerf or outright removal.  It should not be able to instantly annihilate an entire enemy lategame fleet.  Perhaps making it apply some sort of debuff instead, or cap the damage to 50% of hull or something to that effect.  Instant complete destruction of a fleet that can't be avoided (this isn't big red button where you can stay out of range) is just flat broken.
End of Valkya's quote

It already got a nerf in that it now kills the Advent ships as well. And I don't see what else they can really do to nerf it. Really it just comes down to if you like these situation game ending abilities or not, and for better or worse I've never seen a patch totally remove something.

Quoting Valkya, reply 19
70% on wave cannnons??!?
End of Valkya's quote

Really that is what is needed to make heavy cruisers as good as any phase missile unit. Which haven't been really nerfed directly either.

 

Reply #22 Top

Quoting Seleuceia, reply 15
GRG has been beaten to death...most nearly everyone agrees it needs a secondary debuff, but which debuff to pick (as well as the duration) has been up for debate...most common picks have been an armor debuff or disabling passive regeneration...personally I favor a shield mitigation penalty since every one and their mother has an ability with an armor debuff...
End of Seleuceia's quote

Shield mitigation debuff could work but I favour a passive regen debuff so that effected Titans will potentially run out of AM. I think that this would have more impact then a shield mitigation debuff.


Quoting Seleuceia, reply 15
Cries for a passive AFF have been made for a long time...the stats you have suggested though are terribly low, even for a passive ability...note also that AFF is (like most things) affected by "sins math"...a 100% damage reduction would actually only reduce damage by 50%...a 50% damage reduction would actually only reduce damage by 33%...
End of Seleuceia's quote

I knew that 'sins math' was . . . unusual but I didn't know how it worked exactly, interesting. By the way, I also forgot to mention that I intended AFFs passive effects to stack as incoming damage increases. That's why the figures look so low. Alternatively, it could just give a much larger buff.

 

Quoting Twilight, reply 15
3)  The fact that they will be destroyed during cooldown is irrelevant.  The shield regen they have for the duration, combined with the damage resistance boost they have under it, is what the ability is for.  It sounds like you want a god-mode button(Or at least a tank button) that makes the TEC Loyal fleet nearly invulnerable.  In which case we would all be screaming for a nerf within a week...
End of Twilight's quote

False. See quote below.

Quoting Seleuceia, reply 15
...duration and cooldown also need to match so that you can have it up non stop...even with very high stats, if you can't run the ability constantly it is useless, AoEs and bomber passes in between group shield uses will still be devastating...
End of Seleuceia's quote

That is what I've been saying.

Quoting Seleuceia, reply 15
Best way in my opinion to deal with group shield is to make it a fire and forget AoE...when you make it a targeted buff, that means you need to micro its firing to get most of your fleet, and that makes it a pain in the butt to use...some serious damage reduction also needs to be done for it to be useful at all 
End of Seleuceia's quote

Agreed. The damage reduction seems high enough at level 4 but far too low at lower levels. Damage reduction needs to have less spread per level so that there is more incentive to spend the initial point.

 

 

 

Quoting Seleuceia, reply 15

Allure of the Unity, regardless of tier, should probably be only 1 level with a 10% bonus
End of Seleuceia's quote

Agreed. Still, tier 8 is simply absurd for the benefits that it gives.

Quoting Seleuceia, reply 15

Mass Disorientation's biggest weakness is that it can be interrupted...since no SB can deal with SC (at least not directly), I'm not inclined to make Advent capable of doing so...if you really want to make the Advent titan useful, help it counter enemy titans....maybe take the useless "final judgement" ability that lets you bomb the nearby planet (you know, the planet that you own) and let it instead target enemy caps and titans...
End of Seleuceia's quote

I added the idea because I thought that it was . . . intriguing. I don't think that the Advent SB is useless, far from it. Making Mass Disorientation non-interrupt able is probably a better solution. I forgot about Final Judgement, I now remember that idea being thrown around.

Quoting Seleuceia, reply 15

Guidance has also been beaten to death...best idea in my opinion is for guidance to boost the abilities on a single target (for example, malice would do more damage if prog was under influence of guidance)...this has been discussed at great length, has been implemented in one of Zombie's mods, and will certainly be coming out in other works (wink wink)...
End of Seleuceia's quote

The idea behind the range buff is to make it so that a Revelation can be parked next to a SB and improve said SBs ability to defend the grav well. Boosting abilities would require a different boost for each ability which would be a lot of work to balance.


Quoting Seleuceia, reply 15

I'd also add that gravity warhead SHOULD NOT affect titans...
End of Seleuceia's quote

 Agreed.


Quoting Seleuceia, reply 15

As for the Coronata, simple...Unity Mass does chaining damage...
End of Seleuceia's quote

I thought this idea had been rejected.

Reply #23 Top

Quoting Timmaigh, reply 21

And as i stated before i think you need to understand the point of high level titans late game. They are supposed to be game-enders. They are what NUKES and EXPERIMENTALS are usually in game like a Supreme Commander, they break the stalemates. There is nothing wrong with fleets being not as viable late-game, its only certain period of the match and anyway, its not completely true, no Titan can beat a fleet worth of 2000 fleet-supply, that is just nonsense. You are still better with a fleet + Titan than with just a Titan, even late-game.
End of Timmaigh's quote

 

I've never seen a stalemate in Sins, there is no such thing as far I can tell.  If you think you have a stalemate it means you probably don't know how to play (espescially if you are vasari with all their ridiculous endgame advantages).   And if any titan can beat 2k supply of ships I'd sure bet the Vorastra could.  If they are all bunched up it could potentally eat all 2k supply worth in one cast of the the maw.  Obviously you are better off with fleet + titan but it's boring when all that fleet can effectively consist of is either a massive swarm of corvettes or carriers (maybe a few support cruisers for repair), as anything else will just get rapidly eaten by enemy titans or orkulus

Reply #24 Top

Titans don't break stalemates unless there is huge disparity in titan levels...for example, if one side has lvl 7 VL titan and other side has nothing above lvl 3, then yeah the high level VL titan is probably going to be game-changing...

But otherwise, titans are simply "a thing" that most players in the game will eventually get...if everyone has a low level titan or high level titan, they aren't probably ending any stalemates...

Reply #25 Top

Ok, now I finally have time for an in depth response to the OP.


The purpose of this thread is record all balance issues in one place for easy reference and then to suggest changes. Here I'll list some examples of possible solutions from my own ideas and also ideas that have been floating around on the forums. Ideas that are not my own (which is most of them) are marked with an asterisk.

Any input would be greatly appreciated.

 

TEC

Kol Battleship:

Gauss Rail gun ability could benefit from a better secondary effect. For example, a nice buff could give this ability the effect of temporarily stopping passive regen on the target.

End of quote

A secondary effec would be nice, but it would also go a long way to simply reduce the antimatter cost GRG and make it's cost not scale up with level.  GRG adds very substantial DPS if it can actually be spammed, but at present it runs the Kol out of AM fast.



Adaptive force field should be rebalanced as a passive ability*.

 

End of quote

This is a great idea that's been floating around the forums for years and would be easy for the devs to do.  I'm in full support.

 

 

Honestly the other change to the Kol I'd like to see is a buff to give Flak burst some early game usefulness.  The idea I've had for some time was to have flak burst flat out destroy maybe 2/3/4/5 nearby enemy sqaudrons, then deal it's damage to any remaining enemies squadrons in the area.  That would give it a major impact early game, and at all stages of the game guarantee that each flak burst immediately reduces the brunt of the incoming bomber swarm at least a little.



TEC Loyalists

Hardened Defenses should be moved down to tier 2.

End of quote

 Honestly I think there are better techs to improve for the TEC loyals.  Hardened defenses isn't worth it's current tier, but even if it were improved it's not ever really going to be a very high impact tech(being that early game tactical structures are already pretty beefy and built in small quantities).

Improving War Measures Act or Battlefield promotion be be a large enough bonus to actually create a noticable defensive advantage could have a much greater impact of the game(think of what it would mean if long drawn out unsuccessful sieges meant giving the TEC loyal player a decisive economic or capitalship level advantage over the attacker).

Heck I'd also love to see militia weapons/armor get a base rank 0 value(like the advent frigate respawning techs).  this would mean TEC loyals would be stronger at defending right from the start of the game with 0 techs researched.  Perhaps something like 10% of militia weapon's damage and 1 armor from militia armor as a base value(with the per rank bonuses reduced 15%->10% & 2 armor->1.5 armor resulting in the same total bonus at rank 2 of each tech).



 

Ankylon Titan:

Group Shield should have its cool down time greatly reduced, possibly by as much as half*.

End of quote

 Reducing the cooldown would certainly help.  That said I'd like even moreto see Group Area shield also restore maybe 10 shields/sec to affected frigates.  Part of the reason the Ankylon's fleets can't survive late game fleet battles is because even with 85% damage reduction they need both full hull and some shield points to survive late game enemy titan AoEs.  In the 30-40 seconds between titan AoEs hoshikos replenish the needed hull points, but at present the TEC loyals have no reliable way to recover the needed shield points after the first titan AoE drops their entire fleet of frigates to 0 shields.



Furious Defense could inflict 20/40/60/80 splash damage with 1500 range when active.*

End of quote

 This would certainly be a fast way to make the Ankylon strong.  personally I'd prefer to shoose a method that keep's it's uniqueness as a fleet support titan, rather then make it viable by scrapping it's identity and just turning it into another AoE monster.

 

Honestly I'd rather see something done with Furious Defense to address how vulnerable the Ankylon is to being AM-drained then ignored(do to it's Low DPS and lack of passives and inability to frontload enemy casualties before it runs out of AM via strong AoE).

The idea I've been thinking about was something along the lines of:

Furious Defense(Change to a passive ability):  While the Ankylon has at least 95% of it's hull points it regains 1.5/3/4.5/6 antimatter per second.  When it drops below 95% hull this antimatter regen stops and is replaced with 15/20/25/30 hull regen/sec or 30/40/50/60 hull/sec in a friendly gravity well.

This would essentially mean the only way to keep the ankylon AM-drained would be to focusfire it.  if you ignore it, it will keep supporting it's fleet all day.



Inspire and Impair should effect SC.*

End of quote

 I'm in full agreement here.  It's a titan level 6 ability, something that will never be present before the late game.  it really should affect the quintessential late game unit, the bomber.


 

 

Advent

Mass Disorientation could effect SC.* I quite liked this idea when I first saw it although I am skeptical as to its necessity. EDIT: Instead, this should simply be non-interrupt able; suggestion by Seleucia.

End of quote

Honestly as much as my inner advent-lover would adore this change, I suspect it would be too strong.  The Transcendia is already the strongest defensive starbase(and for that matter between extra strikecraft squadrons & meteor swarm already the best at dealing with starbase counters such as anti-module frigates and bombers).  If Mass disorientation affected vbombers it wouldn't really have any counters as it would lock down entire swarms of bombers outside their weapons range for a minute at a time.

I like the idea of preventing it from being interruptable though.



Allure of the Unity should be tier 2.* It gives only a 5%/10% allegiance boost to planets and yet is tier 8. Currently not worth it. Should also be just 1 level; suggestion by Seleucia.

End of quote

 I think it would be a better idea to make it T5 or T6, but only 1 rank.  AT present there is very little reason to actually go past 3 harmony labs.  1200 credits for +10% allegiance at all worlds would be a pretty compelling reason, and would still be a pretty nice boost to the advent economy.

Maybe reduce the tier on the advent Loyal's Global unity though so they get extra allegiance a bit earlier.



EDIT: Final Judgement should target enemy cap ships and Titans; suggestion by Seleucia.

End of quote

 This would be a really cool adition and allow a neat, but underutilized ability to take the spotlight.



Revelation Battlecruiser:

Guidance should grant a 20% range buff to all allied units.

 

End of quote

 And interesting idea, but I doubt it would make the revelations worth using.  The main threat to Advent starbases are bombers and +20% range isn't going to let the starbase hit carriers on the other side of the gravity wells.

 

I've always liked the idea of turning Guidance into a focusfire ability, similar to the Cielo's Designate Target or the Subverter's Shield disruption.  This would be a natural combo with Reverie(Put one capitalship to sleep and focusfire another capitalship or titan or starbase with Guidance).  Not to mention it would make the Advent heavy Assault ship actually good at attacking starbases, something the advent has always have trouble with.  Would synergize well with the Coronata as well giving Advent Loyals a boost.

 

Perhaps something like:

Guidance:  The revelation coordinates the assault on target enemy The revelation grants all nearby allies +5/10/15/20% accuracy and the targeted enemy takes 8/12/16/20% extra damage for  for 25 seconds.

Cooldown: 30 seconds

Am cost: 60

 

The accuracy bonus is merely to keep the abiltiy somewhat multifaceted rather then just a boring "20% damage".  it would also help Advent Flak shoot down fighters, which most notably would help in assaulting enemy planets who's hanger bays field fighters that threaten the Advent's only effective heavy assault strategy: bombers.  So both parts would contribute to the Revelation's primary role as a heavy assault ship.



Advent Loyalists

 

Global Unity should be moved down to tier 3. Deemed unnecessary by GoaFan.

End of quote

This would be nice, but I'd much rather see Assimilated populace dropped from T4 to T2 or T3

[EDIT: but I see you've already noted this opinion in your OP]  



Assimilated Populace should grant its effect upon use of Repossession*. It is ridiculous that a faction whose theme is synergy has upgrades that are designed to not synergise.

End of quote

I agree fervently
 

It would be as if the Eradica's Purification ability didn't activate the buff granted by Strength of the Fallen. Drop this tech down two tiers; suggestion by Bilun.

End of quote

Upon initially writing this post I had entirely forgotten I had already given that bit of feedback in my minimal post; I feel a bit silly for repeating myself above  :blush:
 


Coronata:

Subjugating Assault: This should grant the same amount of exp as when a target is destroyed*.

End of quote

Agreed again



Suppression Aura should effect SC or possibly corvettes instead but this would probably require a stat nerf so that the debuff that it grants isn't so large*. A passive 40% damage nerf and ~60% speed nerf to enemy bombers might be excessive.

End of quote

My thoughts exactly



Repossession should reduce the price of planetary upgrades by 33%/66% instead of 0%/33% as it is now.

End of quote

I'd be satisfied with just assim populace affecting repo- but this would be great as well.  Anything to make Repo less circumstantial
 


 

Advent Rebels

 

Cleanse and Renew: Although the tech description for this upgrade is fairly vague, it doesn't sound worth getting. It seems as though it gives allied ships bonus AM when you destroy an enemy colony. But by the time an enemy colony is destroyed, the enemy fleet has typically been beaten so the extra AM isn't really a benefit. It would be much better if this tech just granted a large and long lasting AM regen boost to allied ships at an enemy planet when said planet takes damage.

End of quote

Aye, the problem primarily is that the short duration debuff occurring at a time when it's unlikely you face immediate battle just makes the tech way too circumstantial.

Either doing what you suggest or just flat out drastically increasing the duration would quickly make this useful- all it needs is for an advent Rebel player staying on the offensive to actually reliably have the buff during most battles.  +75% AM regen is a huge benefit for any Advent fleet- it just needs to actually have that bonus while it's threatened.



Mass Communion: As pointed out in other thread, this tech just doesn't fit with the AR theme and is pretty much worthless as well. If it had no research prerequisites than it would actually save costs on media hub construction.

End of quote

 no complainst here


 

Vasari

 Gravity Warhead: Change this so that it cannot target Titans, thanks Seleucia.

End of quote

 Yep this is way past due.



Bombers: I think every one agrees that their DPS per supply needs to be 30% lower in comparison to the other factions bombers*. Furthermore, it is their damage per shot that needs to be reduced in order to lower their DPS. Merely lowering their RoF won't help since they would still reach critical mass too easily and one-shot kill important ships.

End of quote

 If I could only choose one update to happen next patch this would be it.  This is an inbalance that has been around through multiple iterations of the game.

Every other phase missile unit is balanced by having 24-30% lower base DPS per cost/supple as compared to the other races, yet vasari bombers for some reason actually do more DPS per cost/supply the TEC bombers.  Phase missiles are a big deal- Vasari bombers need to lose 30% or so of their damage to balance that tool.



The defensive turret's Disruptive Nanites upgrade should not disable passive regen on Titans for 2 minutes*. That is just excessive. A 30 second debuff is enough.

End of quote

 Another minor oversight which is due for a revision.  I'd be satisfied with either a shorter duration or just having it not disable titan AM regen(that is the real dealbreaker at present).



Phasic Trap needs reduced range, reduced duration and increased cool-down time.

End of quote

 Not sure I agree.  phasic trap is one of the only vasari defensive advantages,a nd with the arrival of titans in rebellion is not as strong as it once was.

 

I'd say go with the other key vasari nerfs and see where they stand before hitting peripheral targets like Phasic trap.


 

Vasari Loyalists:

Vorastra:

Desperation: This shouldn't inflict splash damage on corvettes*. After initial skepticism, it became obvious that this needs to be nerfed.

End of quote

 Agreed



The Maw: (EDIT) No changes needed.

 

End of quote

 The only minor change I'd like to see to The MAw is have it changed to a proper channel.  That way the Ankylon(and only the ankylon by the way) would be able to interrupt it with disruption matrix.

I think it is necessary if the Ankylon is ever going to be a viable support titan that relies on it's fleet for the Ankylon to have a countermeasure to The Maw.  Making it interruptable by the only disable in the game that hits titans would give the TEC loyals this countermeasure.



Vasari Loyalists:

 

Kultorask: Only Gravity Pulse should effect enemy corvettes.

End of quote

 Correct me if I'm wrong but I believe Nanoleech already doesn't affect corvettes.  As for Dissever- lots of titan level 6 abilities hit corvettes(The Maw & overcharged Explosive shot both do).  Honestly I think it's fine for titan level 6 abilities to hit corvettes- the titan has to be fed to get to level 6, and that late in the game people usually have transitioned to carriers anyway.



Star Base Mobilisation: (EDIT) Make Orkies only capable of jumping between planets that have phase nodes*.
 

End of quote

This would certainly remove just abouteverything overpowered about jumping orkies.  Would also encourage the use of Marauders to use orkies offensively which I like.

 

 

 

All in all I like your changes.  There are a few points personally I'd do differently, but by and large your vision for what needs to happen balance-wise is overall pretty similar to my own.