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What Should be in the Next Balance Patch?

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*.

 

106,301 views 129 replies
Reply #26 Top

I agree with a most of the changes listed in the OP.

Reply #27 Top

Quoting bilun, reply 26

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.
End of bilun's quote

That's a fair point. This would especially be good early game. My idea centered around making GRG better late game.

 

Quoting bilun, reply 26

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.
End of bilun's quote


This is pretty good idea.


Quoting bilun, reply 26

 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).
End of bilun's quote

True, Hardened Defenses won't be a game changer but at least this change will give SB compartmentalization no prerequisites.


Quoting bilun, reply 26

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).
End of bilun's quote

War Measures Act gives a 25% tax income boost. I think that that is enough for tier 3. Trade income quickly becomes far more dominant than tax as a source of income but this tech can be researched before very long trade routes can be established.

Quoting bilun, reply 26

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).
End of bilun's quote

I like this. It would definitely help against rushes.

Quoting bilun, reply 26

 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.
End of bilun's quote

If a unit is a failed concept, then it shouldn't remain that way just for the sake of uniqueness. The Ankylon isn't quite that bad but it requires hitting power. With this change the Ankylon would remain a fleet support titan but it would be able to level up faster.


Quoting bilun, reply 26

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.
End of bilun's quote


This is a little like Unyielding Will.

Quoting bilun, reply 26

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.
End of bilun's quote

Allure of the Unity is already higher tier than Global Unity and has less impact. If Global Unity isn't incentive enough to reach tier 5 than Allure of the Unity wouldn't be much incentive either. Allure has fewer effects than Global Unity and so Allure should be lower in the tech tree.


Quoting bilun, reply 26

Revelation Battlecruiser:

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

 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.
End of bilun's quote

At a planet with only one phase lane accessible by the enemy, such a range buff might make it impossible for carriers to escape undamaged, but yeah you are right, most carriers should escape anyway.

 

Quoting bilun, reply 26

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.

End of bilun's quote


I like this idea much more than the ability booster idea.

Quoting bilun, reply 26


Advent Rebels

Cleanse and Renew:

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.
End of bilun's quote

If Cleanse and Renew granted its buff as soon as the enemy planet took damage, than the AM regen buff would be useful  in the initial assault of enemy fleet.

Making it grant the buff when the enemy colony has been destroyed means that the buff doesn't apply during the decisive first engagement. It would still be very useful if you launch another attack fairly soon afterwards. This would also be beneficial if the enemy decided to quickly counter attack.

Each buff has slightly different benefits but I think that a simple duration increase is more likely to be implemented.



Quoting bilun, reply 26

The Maw: (EDIT) No changes needed.

  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.
End of bilun's quote

That is a really good point. Added to the OP.



 

Reply #28 Top

Remove the pirate base from all competitive maps. It doesn't take any skill to throw a titan at the base and level it to 3 or even higher if you take out the turrets.

I'd rather all titans start at level 1 in competitive games. As it stands now at-least ONE titan will start at level 3 without even fighting an enemy.

Reply #29 Top

Quoting ZombiesRus5, reply 28
Remove the pirate base from all competitive maps. It doesn't take any skill to throw a titan at the base and level it to 3 or even higher if you take out the turrets.

I'd rather all titans start at level 1 in competitive games. As it stands now at-least ONE titan will start at level 3 without even fighting an enemy.
End of ZombiesRus5's quote

 

Also while we're at it I'd love to have a game option wherein there are no guaranteed periodic pirate rates BUT you can still commission pirate raids via missions.

Reply #30 Top

Yeah.  Pretty much like disabled pirates, but players can still offer them missions.

-Huzzah!

Reply #31 Top

Quoting Seleuceia, reply 25
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...
End of Seleuceia's quote

 

I dont think you understand. Obviously if both sides have high-level titans, they kinda cancel each other. The point is to get one before your enemy does. It is the same as with superweapons/nukes with other games, the first side to get them has major advantage. 

@Valkya> 

Yes, Vorastra could perhaps hypothetically kill even 2000 fleet supply fleet, if they clusterfucked enough... the thing is, the chance of happening that is about zero. So why nerf something based on possible situations, which are highly unlikely to happen. 

Regarding stalemates, clearly if there were no stalemates, there would be no topics like these:

https://forums.sinsofasolarempire.com/378975

 

https://forums.sinsofasolarempire.com/411726

so yeah, i am pretty sure, stalemates happen in this game...and if they are less frequent in Rebellion than they were before, its only because of Titans and "ridiculous late game techs". Without them breaking heavily fortified worlds with dual SBs protected by a fleet would be basically impossible.

Reply #32 Top

Stalemates occur frequently in unskilled games and in smaller games (1v1s or 2v2s)....in large skilled games they rarely do....it is true that there may be times where "anyone could win", but the game is by no means a stalemate...

Now, a particularly front in a large team game may be a stalemate, and those can sometimes be broken with the introduction of feed to one side (and possibly titan) or a lvl 6 marza...

Titans though, and superweapons for that matter, generally do not break stalemates...you'd think they would (and superweapons certainly should) but they just don't...VL titan is about the only consistent exception to this rule since they are so powerful...

Reply #33 Top

My point is just that you have to balance at the skilled level.  And at the skilled level stalemates do not exist, so using them as justification for some radical weapons or tech that allow dramatic, uncounterable shifts in the flow of the game is both pointless and *bad design*.  I've played a lot of multiplayer matches in sins, large team games, FFA and even a lot of small games and 1v1s.  Never have I seen what I would consider a stalemate.  Yes sometimes a certain front can be so powerfully entrenched that it's not really viable to attack it, but there's always been another option, particularly for vasari that can backdoor to anywhere with Kosturas.  And I would argue that superweapons are typically more than enough to break any stalemate.  Kostura allows an attack anywhere, and somewhere the defense will be weak enough.  Novalith can do enough economic damage to attrition kill an entrenched enemy.  The deliverance engine, while definitely the weakest of the 3 can still put enough culture push on an opponent to either break their economy or outright deny a colony (though it's a slow process).

Reply #34 Top

Quoting Timmaigh, reply 32

Quoting Seleuceia, reply 25Titans 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...

 

I dont think you understand. Obviously if both sides have high-level titans, they kinda cancel each other. The point is to get one before your enemy does. It is the same as with superweapons/nukes with other games, the first side to get them has major advantage. 

@Valkya> 

Yes, Vorastra could perhaps hypothetically kill even 2000 fleet supply fleet, if they clusterfucked enough... the thing is, the chance of happening that is about zero. So why nerf something based on possible situations, which are highly unlikely to happen. 

Regarding stalemates, clearly if there were no stalemates, there would be no topics like these:

https://forums.sinsofasolarempire.com/378975

 

https://forums.sinsofasolarempire.com/411726

so yeah, i am pretty sure, stalemates happen in this game...and if they are less frequent in Rebellion than they were before, its only because of Titans and "ridiculous late game techs". Without them breaking heavily fortified worlds with dual SBs protected by a fleet would be basically impossible.
End of Timmaigh's quote

 

2 threads from 2-3 years ago by noname players hardly constitutes proof.  Stalemates are pretty damn rare in Sins- offense does and always has outscaled defense in the long run, and superweapons have always contributed to ending long games.  In team games stalmates are even rarer as they require a stalemate on all fronts-otherwise when one player wins against their neighbor they can join a stalemated ally creating a domino-effect(ans that's assuming no one just got doubledteamed right from the get-go).

 

And all that said, abstract points about titans ending the game does not excuse one faction's titan beign a huge leg up on any other faction in that regard. If titans role is to end the game every titan should have equal propensity in that regard- and at present the Vorastra is a leg up on every other titan.

Honestly though I think Micro-phase jump is as much the problem if not more-so then The Maw it's self.  Other titans can also spell death for frigate fleets, but at least you can kite them more or less indefinitely.  

 

Well regardless, first steps are to make desperation not hit corvettes and make The Maw a channel so the Ankylon can interrupt it.  I suppose we can assess whether the Vorastra still needs work after those changes play out.

Reply #35 Top

Quoting Valkya, reply 34
My point is just that you have to balance at the skilled level.  And at the skilled level stalemates do not exist, so using them as justification for some radical weapons or tech that allow dramatic, uncounterable shifts in the flow of the game is both pointless and *bad design*.  I've played a lot of multiplayer matches in sins, large team games, FFA and even a lot of small games and 1v1s.  Never have I seen what I would consider a stalemate.  Yes sometimes a certain front can be so powerfully entrenched that it's not really viable to attack it, but there's always been another option, particularly for vasari that can backdoor to anywhere with Kosturas.  And I would argue that superweapons are typically more than enough to break any stalemate.  Kostura allows an attack anywhere, and somewhere the defense will be weak enough.  Novalith can do enough economic damage to attrition kill an entrenched enemy.  The deliverance engine, while definitely the weakest of the 3 can still put enough culture push on an opponent to either break their economy or outright deny a colony (though it's a slow process).
End of Valkya's quote

Kosturas are indeed nice thing to have to break a stalemate, yet what if theyre useless, as you have to take out heavy fortified world with dual SB and lot of stuff anyway? Let me guess, the skilled games are Capital Planet victory only, therefore such situation cant even come up, so it should be ignored?

I understand what you say, about balancing at the "skilled" level. I disagree. The "skilled" level is perhaps 5 percent of the entire playerbase, why should this minority dictate the "content" of the patch, which affects everyone else? They are not the only ones, who cares. 

@Bilun> if you feel Vorastra is too strong, buff the other titans  :D   seriously, no issue with Desperation nerf regarding Corvettes, if the other Titan AoEs dont affect Corvettes there is no reason why Vorastra should. I just dont think the Maw ability to kill bigger number of units than other Titan AoEs should be nerfed, simply cause it actually requires timing, bit of skill and most importantly lot of luck to get desired effect, its simply more random than things like Dissever or Chastic Burst, which give you results every battle. Those results are indeed not as spectatular as the Maw ones, but there is no risk with them that you basically "miss" and waste your activation, as you failed to micromanage it properly.

 

 

Reply #36 Top

Here's how I look at it.

 

True Stalemates, that is between two equally powerful opponents/teams in which neither can keep momentum for long, are rare. What you do see somewhat often, especially against harder AIs, is a Grind where one player/team has achieved a clear advantage over the other, but it still takes a long time to mop up and take every planet in the other's Empire. This is made worse if no other victory conditions are enabled, if certain game settings (particulary high income/production speeds but slow move speed) are chosen, and/or by the inherently slow nature of combat in Sins.

In multiplayer, this is mostly avoided because the losing team quits well before the other team has to kill every one of their planets. Sometimes they'll refuse to quit until you defeat them in a giant fleet battle, or you'll run into trolls who refuse to do so at all, but usually people want to play another game so they quit soon after the game becomes a grind.

In single player, on the otherhand, the AIs don not usually surrender as quickly as human players, which results in the much longer matches we see, even when using the exact same settings and format as multiplayer. It also is why titans keeping their levels is particularly maddening, because if titan levels were reset eventually the winning (probably human) player would have a far higher level titan than everyone one else and the mop up would be far easier because of it. Instead it just always come back and is a challenge to defeat every time (I don't want this changed, but it is a big part of why Grinds feel like stalemates).

Quoting Timmaigh, reply 36
Let me guess, the skilled games are Capital Planet victory only
End of Timmaigh's quote

This is false. Standard Competitive multiplayer does not use any of the extra victory conditions. I personally think it is a shame, as it would end games much faster, and one of the funnest matches I've ever played was a flagship multiplayer game. That said, the critics are right in that it is not uncommon for a player to lose his homeworld early, but still have a colony cap survive, allowing him to come back and contribute in a meaningful way for his team.

Quoting Timmaigh, reply 36
I understand what you say, about balancing at the "skilled" level. I disagree. The "skilled" level is perhaps 5 percent of the entire playerbase, why should this minority dictate the "content" of the patch, which affects everyone else? They are not the only ones, who cares. 
End of Timmaigh's quote

There are three reasons why balancing should largely be but not exclusively be about skilled games.

1. If you're not playing serious games, it is hard to know what strategies are really good and which are not, as the AI makes a poor test subject.

2. Single players, while not the same as "Unskilled", have access to mods to change their game experience. It is likely impossible that the multiplayer community would ever agree on a mod to use, even if its own members were to make it, so they are in fact stuck with Vanilla, not matter how poorly balanced it maybe.

3. A relatively small number of Sins buyers may play multiplayer, but a much higher percentage of the posters of this forum and of those who really know the game well enough to give credible balance advice do play multiplayer. As much of a shame as it is, most people who bought Sins probably have less than 20 hours on it, maybe three games at first, then they occasionally play another isolated game for the heck of it every few months, if that. It's not to say these people shouldn't count, but they really don't know enough to contribute well to balance discussion, and honestly these people probably don't care about the details of balance anyways, so long as the game remains fun to them. And I think 90% of the time, balance changes suggested with multiplayer in mind are good for single player as well.

Reply #37 Top

Quoting Timmaigh, reply 36

 I just dont think the Maw ability to kill bigger number of units than other Titan AoEs should be nerfed, simply cause it actually requires timing, bit of skill and most importantly lot of luck to get desired effect, its simply more random than things like Dissever or Chastic Burst, which give you results every battle. Those results are indeed not as spectatular as the Maw ones, but there is no risk with them that you basically "miss" and waste your activation, as you failed to micromanage it properly.

 

 
End of Timmaigh's quote

 

That's the thing though: late game is generally about massing carriers and microing them so they never stop kiting..  other titans can't catch them to use their AoEs effectively most fights, and when they occasionally do other titans need more then a single AoE to kill carriers.

 

Late game the Vorastra is not only the most spectacular as you put it, but because of micro-phase jump is actually also the most consistent.  If the Maw were unreliable or hard to set up I doubt anyone would have complaints-and in all fairness it would be if not for the Vorastra's ability to teleport.  

moreover, regardless of whether something takes some experience to use right, if there's no counterplay it usually isn't balanced.  At present the Maw+microjump combo doesn't really have any counterplay as it hits both frigates and corvettes, can't be interrupted and most notably you can't even use kiting to keep all your frigates out of range.

 

Again I don't really think any nerfs to Vorastra besides the corvette bit and The Maw being interruptable by Disruption Matrix should be done immediately- best to let those changes shake out first in the next patch and make an evaluation then.  But the way i see it, there's a reasonable chance that some change to the Maw+microphase jump combo will be necessary.  AT present though understand I'm not committing my opinion to anything beyond "it might still be necessary after the next patch"

Reply #38 Top

Quoting bilun, reply 38

Quoting Timmaigh, reply 36
 I just dont think the Maw ability to kill bigger number of units than other Titan AoEs should be nerfed, simply cause it actually requires timing, bit of skill and most importantly lot of luck to get desired effect, its simply more random than things like Dissever or Chastic Burst, which give you results every battle. Those results are indeed not as spectatular as the Maw ones, but there is no risk with them that you basically "miss" and waste your activation, as you failed to micromanage it properly.


That's the thing though: late game is generally about massing carriers and microing them so they never stop kiting..  other titans can't catch them to use their AoEs effectively most fights, and when they occasionally do other titans need more then a single AoE to kill carriers.

 

Late game the Vorastra is not only the most spectacular as you put it, but because of micro-phase jump is actually also the most consistent.  If the Maw were unreliable or hard to set up I doubt anyone would have complaints-and in all fairness it would be if not for the Vorastra's ability to teleport.  

moreover, regardless of whether something takes some experience to use right, if there's no counterplay it usually isn't balanced.  At present the Maw+microjump combo doesn't really have any counterplay as it hits both frigates and corvettes, can't be interrupted and most notably you can't even use kiting to keep all your frigates out of range.

 

Again I don't really think any nerfs to Vorastra besides the corvette bit and The Maw being interruptable by Disruption Matrix should be done immediately- best to let those changes shake out first in the next patch and make an evaluation then.  But the way i see it, there's a reasonable chance that some change to the Maw+microphase jump combo will be necessary.  AT present though understand I'm not committing my opinion to anything beyond "it might still be necessary after the next patch"
End of bilun's quote

 

Frankly, i dont think avoiding Vorastra with carriers is such a big issue - just divide them into several smaller groups and let them move constantly all around the gravity well. There is no way Vorastra could kill any significant number of them in such case. Teleporting or not, the thing with the Maw is, if the target moves, the Titan somehow has the urge to correct its position before the activation and surely it happened to you too, that it failed to activate at all, as it screwed around so long, that the targets just jumped away... and you have no control over this, you pick a target and nothing happens for a half minute and when it finally happens, the 3/4 of potential targets are gone, because the only right moment was the moment, when you issued the order...

Anyway, regarding the last paragraph, about corvettes and Disruption Matrix, well, we are basically in agreement then. I just dont wish any nerfs beyond that, and if they were about to happen, the most acceptable would be increasing the cooldown of the Maw. But please no adjustment to the effectivness of the ability/how many ships can it kill... its brutal potential combined with the skill/luck factor when used is what makes it so fun to use. Generally i dont like the approach something is OP, lets tone it down - before you know, all the cool stuff and fun-to-use things are gone, either made incredibly cost-ineffective, or available once per half hour...and what is left is just a bland game with basic units. I have utmost respect for the multiplayer community, but IMHO their issue is, that while the Sins is rapidly different game to the likes of StarCraft, their mindset is basically the same, as if it was StarCraft - play aggressively and win as fast as possible. So many cool things and possible scenarios only rarely see the action/light of the day because of this approach, because the games would end long before that...

 

 

 

 

 

 

Reply #39 Top

Quoting Timmaigh, reply 39
I have utmost respect for the multiplayer community, but IMHO their issue is, that while the Sins is rapidly different game to the likes of StarCraft, their mindset is basically the same, as if it was StarCraft - play aggressively and win as fast as possible. So many cool things and possible scenarios only rarely see the action/light of the day because of this approach, because the games would end long before that...
End of Timmaigh's quote

Agreed.

-Huzzah!

Reply #40 Top

Quoting Timmaigh, reply 39
Generally i dont like the approach something is OP, lets tone it down - before you know, all the cool stuff and fun-to-use things are gone, either made incredibly cost-ineffective, or available once per half hour...and what is left is just a bland game with basic units. I have utmost respect for the multiplayer community, but IMHO their issue is, that while the Sins is rapidly different game to the likes of StarCraft, their mindset is basically the same, as if it was StarCraft - play aggressively and win as fast as possible. So many cool things and possible scenarios only rarely see the action/light of the day because of this approach, because the games would end long before that...
End of Timmaigh's quote

So you like exploiting things that you know are unfair and the AI can't throw back at you? Wail, Starbase Mobilization and (probably) Maw all fit in the category. And while I totally understand how the play to win mentality isn't fun for Empire builders, I don't see how that fits in with wanting to keep things OP. If you like playing longer games, I would think making the "I win" buttons harder to use/get would be a good thing.

Reply #41 Top

Quoting Timmaigh, reply 36
Kosturas are indeed nice thing to have to break a stalemate, yet what if theyre useless, as you have to take out heavy fortified world with dual SB and lot of stuff anyway? Let me guess, the skilled games are Capital Planet victory only, therefore such situation cant even come up, so it should be ignored?
End of Timmaigh's quote

 

Nope, however in games against people who play multiplayer regularly you rarely survive long enough to get one starbase up, let alone two. Especially not on every planet.

 

The Vasari will just fly by your heavily fortified world and nuke everything else effortlessly Besides even twin fortresses dies within less tahn 2 minutes against holy op phase missile bomber swarms. 

 

Quoting Timmaigh, reply 36
I understand what you say, about balancing at the "skilled" level. I disagree. The "skilled" level is perhaps 5 percent of the entire playerbase, why should this minority dictate the "content" of the patch, which affects everyone else? They are not the only ones, who cares.
End of Timmaigh's quote

 

You are right about them being a minority. And of course we should not forget about the more casual players.

 

However in most cases the balancing that is fine for the MP crowd is fine for the single player crowd.

 

The opposite is not true however. Many things that are bearable in single player are unbearable in MP, because humans use them more smartly most of the time.

 

Quoting Timmaigh, reply 36
@Bilun> if you feel Vorastra is too strong, buff the other titans seriously, no issue with Desperation nerf regarding Corvettes, if the other Titan AoEs dont affect Corvettes there is no reason why Vorastra should. I just dont think the Maw ability to kill bigger number of units than other Titan AoEs should be nerfed, simply cause it actually requires timing, bit of skill and most importantly lot of luck to get desired effect, its simply more random than things like Dissever or Chastic Burst, which give you results every battle. Those results are indeed not as spectatular as the Maw ones, but there is no risk with them that you basically "miss" and waste your activation, as you failed to micromanage it properly.
End of Timmaigh's quote

 

No, most certainly not. The game would not not became better by making all Titans OP.

 

You drastically overestimate the ammount of skill required to use the Maw effectivly. Yes, the AI isnt to good with it, but in the hands of a halfway good human enemy... say goodbye to your fleet. Dont let Maws rather poor performance against the AI fool you. The AI is capable of doing a few things now human can do, like giving 500 orders a second. It also sends his ships to very odd directions all the time and so it is indeed difficult to catch a larger AI fleet with it.

 

In human VS human games however you will not face a lone Vorastra. You will face an entire Vasari assault fleet.... that can moop the floor with both TEC and Advent just fine without Maw in the first place.  Or your enemy will send indeed just the Vorastra in... with Kostura. By the time you note it is approaching your staging area/building planet it is usually far to late to retreat anything. Expect your newly build fleet to join their fallen comrades in the Maw.

 

Speaking of retreat, you have to realize that the Vasari are most mobile faction. They can outrun anyone and they can catch anyone they wish. You dont fight a late game Vasari fleet on your terms. You fight it when he decides that you are allowed to.

 

 

Chastic Burst may not require skill to use, but it requires to be close to the target. Which may prove very difficult for a slow moving Titan. But the Vorastra has Micro Phase Jump for that.

 

Even if you waste your activation once, it is not a big issue. It usually takes far longer to destroy the Vorastra then it needs to recharge. Not to mention that with good pre positioning your hit change easily is 90 %.

 

 

Quoting Timmaigh, reply 39
Frankly, i dont think avoiding Vorastra with carriers is such a big issue - just divide them into several smaller groups and let them move constantly all around the gravity well. There is no way Vorastra could kill any significant number of them in such case. Teleporting or not, the thing with the Maw is, if the target moves, the Titan somehow has the urge to correct its position before the activation and surely it happened to you too, that it failed to activate at all, as it screwed around so long, that the targets just jumped away... and you have no control over this, you pick a target and nothing happens for a half minute and when it finally happens, the 3/4 of potential targets are gone, because the only right moment was the moment, when you issued the order...
End of Timmaigh's quote

 

The lone Vorastra with a large gravity well is doable. However when it comes with its fleet things go down quickly. Same thing for a smaller gravity well.

 

Quoting Timmaigh, reply 39
Anyway, regarding the last paragraph, about corvettes and Disruption Matrix, well, we are basically in agreement then. I just dont wish any nerfs beyond that, and if they were about to happen, the most acceptable would be increasing the cooldown of the Maw. But please no adjustment to the effectivness of the ability/how many ships can it kill... its brutal potential combined with the skill/luck factor when used is what makes it so fun to use.
End of Timmaigh's quote

 

A cooldown increase has been done in the latest patch already. It just doesnt help very much. Mostly because once the large majority of your fleet has been eaten, the remaining Vasari ships will easily deal with the pity remains of your fleet.

 

First of all it needs to be slower (I always thought it was sucking them in to fast) and it needs to be channeling and with that interruptable.

Then it needs a target cap. It can be a high one, but it shouldnt be capable of eating 300 ships like nothing.

 

As compensation we could make it a bit easier to use.

 

 

For your "fun" to use point:

 

Yes, of course it is fun. It occurs to me however that your favourite faction is Vasari - which happens to be the most powerful faction by a wide margin already. Even without any Titan or Orkulus..... the Vasari are already extremely difficult to defeat.

 

And that makes it NOT fun to play against them. Because they can hard counter every of the other factions tricks with ease. Now, if you give them one more OP toy, you are just asking that everyone plays Vasari, which cant be the point of the game. Already we have a worrying tendency in MP.... play TEC or Advent for fun... play Vasari to win.

 

 

 

 

 

 

 

Reply #42 Top

I haven't touched Vas hardly at all since rebellion, so what exactly does the Maw do?  Is that the one that "eats" your fleet?

-Huzzah!

Reply #43 Top

Quoting Twilight_Storm, reply 43
I haven't touched Vas hardly at all since rebellion, so what exactly does the Maw do?  Is that the one that "eats" your fleet?

-Huzzah!
End of Twilight_Storm's quote

 

https://www.sinsofasolarempire.wikia.com/wiki/The_Maw

 

Reply #44 Top

 

Quoting GoaFan77, reply 41

Quoting Timmaigh, reply 39Generally i dont like the approach something is OP, lets tone it down - before you know, all the cool stuff and fun-to-use things are gone, either made incredibly cost-ineffective, or available once per half hour...and what is left is just a bland game with basic units. I have utmost respect for the multiplayer community, but IMHO their issue is, that while the Sins is rapidly different game to the likes of StarCraft, their mindset is basically the same, as if it was StarCraft - play aggressively and win as fast as possible. So many cool things and possible scenarios only rarely see the action/light of the day because of this approach, because the games would end long before that...

So you like exploiting things that you know are unfair and the AI can't throw back at you? Wail, Starbase Mobilization and (probably) Maw all fit in the category. And while I totally understand how the play to win mentality isn't fun for Empire builders, I don't see how that fits in with wanting to keep things OP. If you like playing longer games, I would think making the "I win" buttons harder to use/get would be a good thing.
End of GoaFan77's quote

You can look at it that way  :D , but here is how i see it>

Starbase Mobilization - is indeed a cool tech, great idea, prime reason to play Vas Rebels. It was just implemented poorly, although to be fair to the devs, i am not sure if it was technically possible to do it completely right...but they could at least try to make the whole situation better by applying some deeper changes - i like for example the idea with SB mobilization being possible only between phasegates, or phase engines as one of the SB upgrades...instead they just tweak the numbers and try to nerf it that way, which is shame. The suggested ideas are IMHO better ways to do it, but i suppose more work to be done as well. BTW do the Vasari Rebels have Rapid SB deployment tech? If yes, i think they shouldnt.

Wail of the Sacrificed - is in my view terrible. Not because of what it does, but because of the way, how it does its thing. Clicking the button to kill the planet and in process enemy fleet in adjacent gravwell is just plain boring. Even if it requires bit of skill/luck like the Maw, its still not the same, as no ship is involved. Its really the same like SttC, that one would be so much better, as i believe we previously agreed, if it was a Vorastra ability (be it first/second level Maw or Desperation replacement). 

BTW SttC, prime example of toning the things to the point, where they become useless and you are most of the times better keeping the planet. I realize it had to be nerfed from its initial form, as it allowed VL to go even 1v2, but surely there was some middleground between OP - pointless, as far as balance is concerned. Now as i see it, its just situational gimmick, you shall do it, only if you are unable to keep the planet, or in general you have no reason to go fully mobile, unless you are forced to, in which case you probably lost anyway. I assume in multiplayer match, if you are unlikely to win, like under this circumstance, you are expected to surrender, right?

Finally, the Maw. I have seen AI on hard using it. It actually caught me on surprise and killed large chunk of my Enforcers, which i carelessly left to group in front of the Titan. Obviously, the AI is still limited, so I would prefer better AI instead of nerfing "unfair" things to make up for the AI´s incapability to use these unfair things themselves.

As far as keeping things OP, i would rather call it keeping things powerful/potentially game-changing. Personally it motivates me to keep playing the game toward its late stages, cause i know, there are some super cool things for me to use. I dont want to give up on them in favor of perfect balance, which is IMHO superficial thing anyway.

 

 

EDIT:

@ Aresiv>  the thing with things like dual SBs seen in multiplayer rarely just reinforces my point about multiplayer being generally too narrow minded about how the game should be played. The whole issue with TEC Loyalists is directly connected to this, the devs wanted them to be late-game strong economic/defensive faction, winning the games by the means of attrition. Too bad the multiplayer crowd does not like that, as it can take bit too long. So what to do with them now? Should they be completely scrapped/rebalanced, as being defensive does not cut with multiplayer crowd?

What i am trying to say, TEC Loyalists are fine for games against AIs/ LAN games. Their design makes them different to other faction and makes the game more diverse, which for me means better, even if they are not so viable to use in multiplayer environment. They may use some buffs, but IMHO nothing bar major redesign is going to help them, as their strengths are incompatible with how competitive multiplayer is being played. 

BTW, yesterday i saw my bud´s lvl3 Ankylon going against lvl4 Ragnarov... the Ragnarov had half of the hull, Ankylon had full hitpoints, but no shields at the start of the battle....and Ragnarov narrowly won. No surprise though, i checked the Ragnarovs damage output and it was like 196 for one set of weapons, 150 for other one etc...i would say together it could be about 500-700, while Ankylon 200 at best. That kinda suprised me, did not expect the difference to be that big. Perhaps Ankylon could use some buff (notice how i dont suggest nerfing Ragnarov :) )

Further regarding Vorastra, i was comparing lone Titan vs carriers situation. Clearly there is plethora of more likely situations to occur, and if the gravity well is full of enemy ships, its not that easy to set up you carriers to move unharmed overall the whole gravwell. But if there are other enemy ships than Vorastra, chances are there are other your ships beyond your carriers as well. Perhaps even the Titan of your own. That may again change the situation quite a bit.

 

The other thing, yes, my fav faction are Vasari Loyalists. I cant really compare them to other factions, as i did not play other factions enough to do that comparison. All i know, they are cooler for me than the other factions, as the mobility theme just floats my boat. Still, if the others feel, they are stronger than the other factions, i would prefer the others to be buffed in some meaningful way. Look at Advent Loyalists for example, they have cool Titan in Coronata, all what it takes to make them competitive is (from what i could gather) is improvement to their lousy economy and making culture bit more prominent. So repossesing enemy world and spreading culture from it right away becomes a viable tactic, which only prepared enemy can deal with.

 Addendum: Something is wrong with this forum lately. At least with Opera browser, it creates horrible empty part under the posts and now even Bold does not work for me. Not to mention updating the main thread overview with recent posts does not happen instantly - as on every other forum i saw.

Reply #46 Top

no phase jumping starbases period -just a crap idea with no true way to balance except by removal.  Give all starbases movement within gravity well.  velocities: 150 for vasari, 75 for advent/tec.

Tec Loyalists: 10% shield ignoring autocannons.
Kol Railgun: Affects only Hull please

Advent Repossession -destroys all enemy structures (not starbases, nor mines) or flips them to your faction.

UberInvincible Advent Titan on death -reduce invincibility time and disable ability to phase jump.  Does killing player get the XP before or after the invulnerability?  Not much of an advent player, but I thought someone mentioned players jumping out their titan to deny enemy the xp.

If we have to have jumping orkies, you don't want them to be able to move between phase stabilizer nodes.  Player then will be able to fire their Kost at your planet, which opens a PSN and blam, you've got a starbase or two next to your homeworld.

just my 2cents

 

 

Reply #47 Top

Quoting HouseRalan, reply 47
If we have to have jumping orkies, you don't want them to be able to move between phase stabilizer nodes.  Player then will be able to fire their Kost at your planet, which opens a PSN and blam, you've got a starbase or two next to your homeworld.
End of HouseRalan's quote

Well, nothing stops them from doing this anyways. And it requires them to have maxed out labs to get both the Kostura and the Jumping Orky, so that should buy some more time before it can be used offensively. And it will be totally impossible for eco players to do that starbase spam on every planet, since they won't have enough Kostura's to be able to do it (well, only very slowly).

Reply #48 Top

Quoting Timmaigh, reply 45
Starbase Mobilization - is indeed a cool tech, great idea, prime reason to play Vas Rebels. It was just implemented poorly, although to be fair to the devs, i am not sure if it was technically possible to do it completely right...but they could at least try to make the whole situation better by applying some deeper changes - i like for example the idea with SB mobilization being possible only between phasegates, or phase engines as one of the SB upgrades...instead they just tweak the numbers and try to nerf it that way, which is shame. The suggested ideas are IMHO better ways to do it, but i suppose more work to be done as well. BTW do the Vasari Rebels have Rapid SB deployment tech? If yes, i think they shouldnt.
End of Timmaigh's quote

 

It was often suggested to change it that way. The developers decided to find other ways to nerf it.

 

 

Quoting Timmaigh, reply 45
Wail of the Sacrificed - is in my view terrible. Not because of what it does, but because of the way, how it does its thing. Clicking the button to kill the planet and in process enemy fleet in adjacent gravwell is just plain boring. Even if it requires bit of skill/luck like the Maw, its still not the same, as no ship is involved. Its really the same like SttC, that one would be so much better, as i believe we previously agreed, if it was a Vorastra ability (be it first/second level Maw or Desperation replacement).
End of Timmaigh's quote

 

Wait... you complain about Wail but you love The Maw? Who is far more dangerous? Who kills entire fleets with the hit of one button? Sounds hypocritical to me. :P

 

Quoting Timmaigh, reply 45
BTW SttC, prime example of toning the things to the point, where they become useless and you are most of the times better keeping the planet. I realize it had to be nerfed from its initial form, as it allowed VL to go even 1v2, but surely there was some middleground between OP - pointless, as far as balance is concerned. Now as i see it, its just situational gimmick, you shall do it, only if you are unable to keep the planet, or in general you have no reason to go fully mobile, unless you are forced to, in which case you probably lost anyway. I assume in multiplayer match, if you are unlikely to win, like under this circumstance, you are expected to surrender, right?
End of Timmaigh's quote

 

STTC balancing is perfectly fine right now. The idea of STTC was NEVER that you could streamroll 1v3 because you received a huge income boost. The idea was always more a weapon of denial. And it is still one of the most powerful things in the game. No other faction can PERMANENTLY DENY anyone a planet... STTC can. Add kostura to the picture and you understand why Vasari can let terror reign. They will jump to your capital and bomb in into oblivion in no time. Then they will trigger STTC. Which means you have exactly 5 minutes to:

 

  • Destroy the Vasari fleet or force it into retreat (good luck with that, Vasari are already the most powerful faction military wise)
  • Bomb the planet (and beg for mercy that he did not buy any fortifications upgrades for it
  • Recolonize it.

 

If you dont make it.... your capital is gone.

 

Likely your fleet will be far away when he jumps in.... expect your capital and 1 or 2 adjacent planets to be stripped. Once your fleet is there, he will just drop a stabilizer node and jumping out... without you getting off as much as a shoot.

 

Quoting Timmaigh, reply 45
Finally, the Maw. I have seen AI on hard using it. It actually caught me on surprise and killed large chunk of my Enforcers, which i carelessly left to group in front of the Titan. Obviously, the AI is still limited, so I would prefer better AI instead of nerfing "unfair" things to make up for the AI´s incapability to use these unfair things themselves.
End of Timmaigh's quote

 

The AI uses Maw. Just not remotly as deadly as an human player.

 

Things rarely need a nerf because the AI uses them. They need a nerf because a human uses them smartly.

 

I think that Wail is not used by the AI only for one reason: The developers have - justified - concerns that new players who dont know the ability would scream bloody murder when their fleet dissapears without reason. That could lead to bad mouth marketing of the game, and they understandably want to avoid that.

 

 

Quoting Timmaigh, reply 45
As far as keeping things OP, i would rather call it keeping things powerful/potentially game-changing. Personally it motivates me to keep playing the game toward its late stages, cause i know, there are some super cool things for me to use. I dont want to give up on them in favor of perfect balance, which is IMHO superficial thing anyway.
End of Timmaigh's quote

 

All things are still game changing enough, even after the hardest of nerfs.

 

Yes, I have no doubt it motivates YOU. But it utterly DEMOTIVATES the people who want to play TEC or Advent. Because their powerful toys are more balanced and as such dont stand a change against the Vasari ones.

 

Balancing is not superficial. It is imperative for the games long time enjoyment, both in SP and in MP. And you dont have to give them up. You just will have to live with them being not an

 

I WIN BUTTON

 

anymore.

 

You like Vasari... thats fine. But 66 % of all players likely favour TEC or Advent. Should their enjoyment of the game suffer for yours?

 

Besides, if there is no challenge at all, where is the long term fun?

 

Quoting Timmaigh, reply 45
@ Aresiv> the thing with things like dual SBs seen in multiplayer rarely just reinforces my point about multiplayer being generally too narrow minded about how the game should be played. The whole issue with TEC Loyalists is directly connected to this, the devs wanted them to be late-game strong economic/defensive faction, winning the games by the means of attrition. Too bad the multiplayer crowd does not like that, as it can take bit too long. So what to do with them now? Should they be completely scrapped/rebalanced, as being defensive does not cut with multiplayer crowd?
End of Timmaigh's quote

 

Multiplayer is quite varied, if you just look arround a bit. There are plently of longer games running. Yes, there is a "pro" scene here that rarely gets above using 3 Labs. But they are not the only ones playing in MP.

 

As for Twin Fortresses, the ability has one major flaw.

Things that are capable of killing one starbase can usually kill 2 starbases just as easily.

 

As for the late game strong economic side of the TEC Loyalists, it is not existant. Because their late game is not strong, in fact it is the weakest of all late games. They cannot win wars of attrition... not against TEC Rebel and Advent and most certainly not against Vasari.

 

The bottom line is:

 

Having two starbases, maxed out defenses and a fleet at EVERY world.. (which cost a fortune to build) and as many novalith as possible wont win you the game. Not even against the AI. Against even a LAN buddy... forget it.

 

Yes, thats right. Even in late game and with enemies that allowed your to build up such mighty defenses, even then... they fail.

 

The game could last for one week of real time... and you still could not win with TEC Loyalist. They dont do enough damage to the enemy to put him out of business.

 

TEC Loyalists are my favourite faction..... I love the Anklyon..... you just should not expect to win anything with them. And that is bad.... against the AI... against an LAN buddy and against human players in online multiplayer.

 

So it needs be adressed.

 

Quoting Timmaigh, reply 45
Further regarding Vorastra, i was comparing lone Titan vs carriers situation. Clearly there is plethora of more likely situations to occur, and if the gravity well is full of enemy ships, its not that easy to set up you carriers to move unharmed overall the whole gravwell. But if there are other enemy ships than Vorastra, chances are there are other your ships beyond your carriers as well. Perhaps even the Titan of your own. That may again change the situation quite a bit.
End of Timmaigh's quote

 

Actually this is the most likely situation to occur. Because anything but carriers does not stand a remote change against a mid level and above Titan.

 

Your logic works in theory but not in practise. And having your Titan and other ships there wont help you a bit against the Maw.

  • When your carriers die, the Vasari ones are still alive. That means you will have a full Vasari fleet against your few remaining ships that were not eaten.
  • That does probably include carriers
  • But even without carriers the full Vasari fleet will destroy your fleet - effortlessy. Because they are OP.
  • Your Titan - should it be still alive - cant do a thing against that.
  • It needs to retreat at once, or it will be phased missiled into oblivion.

 

Quoting Timmaigh, reply 45
The other thing, yes, my fav faction are Vasari Loyalists. I cant really compare them to other factions, as i did not play other factions enough to do that comparison. All i know, they are cooler for me than the other factions, as the mobility theme just floats my boat. Still, if the others feel, they are stronger than the other factions, i would prefer the others to be buffed in some meaningful way. Look at Advent Loyalists for example, they have cool Titan in Coronata, all what it takes to make them competitive is (from what i could gather) is improvement to their lousy economy and making culture bit more prominent. So repossesing enemy world and spreading culture from it right away becomes a viable tactic, which only prepared enemy can deal with.
End of Timmaigh's quote

 

It is cool if you love Vasari Loyalists. It really is. But this does not justify them being unstoppable for all other factions.

 

Ahh... so to stand a change against the Maw, for example Wail would need to do the following:

 

50000 damage to all adjacent planets

25000 damage to all adjacent + 1 planets

cultural domination of all affected planets for 1 hour

kills all affected planets

 

Doesnt sound fun? Well, guess how much fun it is to loose against vasari with Advent, because you dont stand a chance. 

 

Yes, the Advent in general have several underlying issues. The Advent Rebels are only competivly because they have Wail and the Eradica as compensation.Take that away and they are actually worse than the Advent Loyalists, who dont happen to be particularly powerful either.

 

Currently the power ranking goes like

 

  1. Vasari Loyalist - Best general fleet, unrivaled mobility, good Titan below Level 6 and OP Titan above. 
  2. Vasari Rebels - best general fleet best starbase, excellent Titan on all levels. 
  3. Advent Rebels - Wail only reason for rank 3.... Eradica awesome and above level 6 more deadly than Ragnarov but extremely vulnerable against Phase Missiles and so poor performance against Vasari. Very good fleet... until it gets eaten.
  4. TEC Rebels: Very powerful titan without any major flaws, best economy to support said Titan with a large fleet.
  5. Advent Loyalists: Best Titan killing Titan. Some nasty late game buffs. However poor AOE abilities and highly vulnerable against phase missiles.
  6. TEC Loyalists: Defense only slightly better than TEC Rebel defense. Economic advantage minor and not relevant in late game. Worse late game performance than TEC Rebels, mostly because of the Anklyon. Worst Titan, subpar abilities and no tech that is worthwile.

 

As for preperations, many thing can kill you if you are not prepared and if they are used by a smart human. However against the Maw the only preperation is to never let the Vorastra reach level 6. Which is usually impossible. Once it has Level 6, they only thing you are preparing is your ragequit.

 

 

 

Last but not least, if you dont regularly play all factions, I would ask that you exercise restraint about the game balancing. Only if you play all factions regularly you can make good jugdements about what is to strong and what is to weak.

 

 

 

 

 

Quoting HouseRalan, reply 47
no phase jumping starbases period -just a crap idea with no true way to balance except by removal. Give all starbases movement within gravity well. velocities: 150 for vasari, 75 for advent/tec.
End of HouseRalan's quote

 

As it is one of the Vasari Rebels primary factional things, It most likely wont go.

Its balancing at least has come down to halfway bearable levels by now.

 

Moving starbases for all factions has been suggested countless times. It is clear by now, that it wont happen.

 

What could however happen and what would be a very good idea is a speed nerf of the Orky. It should move at a third of its current speed.

 

 

Quoting HouseRalan, reply 47
Tec Loyalists: 10% shield ignoring autocannons.
Kol Railgun: Affects only Hull please
End of HouseRalan's quote

 

  • Doesnt fit the lore very well.
  • Doesnt help very much, because neither the Anklyon nor the starbase has ACs.

Better ideas imho:

  • Beam weapon upgrade: 30 % range increase, 50 % firepower increase.
  • Beams on the Kodiak Heavy cruiser. 

 

Kol Railgun = nice idea.

 

 

Quoting HouseRalan, reply 47
Advent Repossession -destroys all enemy structures (not starbases, nor mines) or flips them to your faction.
End of HouseRalan's quote

Nice idea, however it would make the faction absolutly OP against TEC Loyalists.

 

Quoting HouseRalan, reply 47
UberInvincible Advent Titan on death -reduce invincibility time and disable ability to phase jump. Does killing player get the XP before or after the invulnerability? Not much of an advent player, but I thought someone mentioned players jumping out their titan to deny enemy the xp.
End of HouseRalan's quote

 

  • Invincible time is fine. Because the only things that can kill a level 6 Eradica is a starbase or kiting carriers. The carriers are unaffected by Unyielding will. And the starbase god damm needs to die if I loose my Titan. The Eradica doesnt perform very well against starbases. 
  • The XP loss is acceptable. Please consider that once it runs out of targets (maybe 30 seconds usually) the invulnerable Eradica adds a further delay to the rebuild phase. That is a disadvantage.

 

 

 

Reply #49 Top

Quoting ARESIV, reply 49
Things rarely need a nerf because the AI uses them. They need a nerf because a human uses them smartly.
End of ARESIV's quote

The big exception was superweapons, which FEI the Devs did nerf by limiting their number. Multiplayer never pushed for that one.

Quoting ARESIV, reply 49
Having two starbases, maxed out defenses and a fleet at EVERY world.. (which cost a fortune to build) and as many novalith as possible wont win you the game. Not even against the AI.
End of ARESIV's quote

Don't know about that. The AI doesn't usually build auxiliary government, a pair of Novaliths might be able to take them out one world at a time.

Quoting ARESIV, reply 49
As for the late game strong economic side of the TEC Loyalists, it is not existant. Because their late game is not strong, in fact it is the weakest of all late games. They cannot win wars of attrition... not against TEC Rebel and Advent and most certainly not against Vasari.
End of ARESIV's quote

You seem to be the only one that holds that extreme of an opinion.

Quoting ARESIV, reply 49
Moving starbases for all factions has been suggested countless times. It is clear by now, that it wont happen.
End of ARESIV's quote

And I don't think it's gotten popular support any of those times.  ;)

Quoting ARESIV, reply 49
Invincible time is fine. Because the only things that can kill a level 6 Eradica is a starbase or kiting carriers. The carriers are unaffected by Unyielding will. And the starbase god damm needs to die if I loose my Titan. The Eradica doesnt perform very well against starbases. 
End of ARESIV's quote

I disagree, and I'm an AR player. Now that Unyielding will starts giving the bonus before the titan dies, there is no reason for the invincibility time to last that long. It should go back to its prebuff state.

Reply #50 Top

@ Aresiv>

 "Because their powerful toys are more balanced and as such dont stand a change against the Vasari ones"

Do you realize how bad that sounds? What exactly makes the TEC/Advent "balanced" and Vasari not? The balance here comes out clearly from their direct comparison, in which case, who decides, which side is the balanced one and which side is not? 

I like how you substitute your preference for less deadly and game-changing end-game stuff for better balance. From my POV, more deadly stuff (the I WIN button) very late game is perfectly fine, cause you fully deserve it, if the enemy let you to gain it in the first place. Obviously, under condition, that other factions have their own win buttons late game and as i see it, things like the BRB or Wail, are technically exactly that. And no, i am not complaining about them, i just said the Wail is bit boring in comparison to the Maw. What i think is understandable.

Anyway, as you clearly prefer to finish the games using the conventional means instead of I WIN buttons, i would suggest you ask the devs for the ON/OFF switch regarding Superweapons/Titans instead of trying to nerf these things to the point, where getting them or not becomes all the same to you.