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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*.

 

106,303 views 129 replies
Reply #51 Top

Quoting Timmaigh, reply 51
@ 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? 

End of Timmaigh's quote

This not necessarily the case. It many aspects of the Vasari it's true, but there are some mechanics that are intrinsically overpowered.  The most common example is things which don't have adequate counterplay options.  It's not just the raw power, but the fact there is no way to shut the mechanics down.  The Micro Phase Jump Maw combo is arguably an example of this.

 

There are also tools that at their current level of power are just toxic to gameplay- a good example here would be vasari bombers or jumping starbases,  it would not be good for the game to just for example make every race's bombers as powerful as vasari ones.

And frankly when it comes down to it, it's just not efficient to do all balancing via buffs.  When 1 race or faction s causing balance problems it makes no sense to go through a ton of effort buffing every other faction when you can fix the problem by nerfing a single faction.  In cases like titans this is especially a problem-  no amount of simple number changes will give the Ragnarov or Kultorask's level 6 abilities the uncounterability of The Maw- new effect would have to be added in almost every case- that's a ton of work and thought required for something that could be addressed with a single nerf.

 Only using buffs sounds great in principal to players who can't deal with the thought of having their OP tools nerfed, but realistically it leads to power inflation which will make the game MUCH harder to balance in the long run.

There's a reason game balancing involves both buffs and nerfs.  Using only buffs tends to result in a game that satisfies players who like "big impressive" effects but lacks the requisite balance for a truly strategic experience.



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.

End of quote

And if the enemy has equal resources and time at his disposal, why should he be unable to counter your tool?  You shouldn't sieze a decisive advantage against an equally strong player who has made no mistakes just because your race has an "I win" button and his doesn't

 

Moreover no matter how late game a tool is, being uncounterable is inherently toxic for a strategy game.  The whole point of having a complex set of tools and counters is that no strategy, no unit is absolute.  if the enemy sees it coming, acts appropriately, and has enough resources they can annul the tool and force you to not put all of your proverbial marbles in one basket.

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.

End of quote

 Honestly again the problem with the Maw isn't really with the ability it's self.  Micro Phase Jump is the real problem.  Every other insta-kill AoE has counterplay via which they can be completely dissarmed(causing negligable casualties).

 Other titan AoEs can be avoided via kiting.  Wail can be avoided via Kostura/Novaliths,  by destroying/disabling temples of communion or via the Vorastra's ability to plant phase stabilizers.  Red button can be avoided by noticing the starbase can self destruct and keeping a safe distance, killing it with bombers.

There is no way to stop a micro-jump Maw combo from taking a large chunk out of your fleet and giving the VL player resources to boot.  If there's a problem with the Maw it's not the potential magnitude of the effect- it's the  lack of adaquate counter-options.


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.

 

End of quote

This is a gross exaggeration.  just about every other titan is perfectly fine and they are still complete gamechangers(even the weakest ones).  Yes, ALL titans and ALL tools for that matter should have a suitable tradeoff that the disadvantages of building them early are comparable to the advantages- otherwise it's not strategy it's a nobrainer.  Titans should be A tool in your repertoire, not THE tool.

 

Again I take a conservative stance that we should see how the desperation changes shake out first, but the chance that the vorastra will need some more work afterwards is far from insignificant.  Also as I said, I think if anything Micro Phase Jump is more the problem then the Maw- so if it should be deemed necessary after the enxt patch that may be a better area to focus upon.

 

Then again to be fair for me this discussion isn't even about the Vorastra anymore.  What I'm more argueing against is your mindset- in reality in my mind I'm arguing with every other player across multiple games I've played who I've seen argue the "Never use nerfs, do all balancing via buffs" point.  I have a long history of thinking this point of view is impractical at best and in most cases very bad for long term game balance.

Reply #52 Top

Quoting GoaFan77, reply 50
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.

You seem to be the only one that holds that extreme of an opinion.
End of GoaFan77's quote

 

There is only one economic advantage the TEC Loyalists have above the TEC Rebels. And that is Twin Tradeport Starbases.

 

Which I consider of theoretical value, because by the time you can afford to have 2 starbases everywhere, money is no longer an issue.

Not to mention it takes over 20 minutes for the upgrade to pay off.

 

Quoting GoaFan77, reply 50
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.

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.
End of GoaFan77's quote

 

I understand where you are coming from, but against an digged in player, especially if he is Vasari you need a long duration of Unyielding Will if you ever want to see that starbase die.

 

 

 

Quoting Timmaigh, reply 51
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?
End of Timmaigh's quote

 

What makes them more balanced? Quite simple: If a TEC and an Advent player on the same skill level fight each other, both have arround the same change to win. On the other hand, if it is a Vasari VS TEC match, the TEC changes of winning are going down by a considerable margin. If it is Vasari vs Advent, the Advent are pretty much dead.

 

So we have 2 of 3 races that are mostly balanced. So instead of destroying that balance by giving the 2 relative fine races OP toys, logic dictates to nerf the third race down to a similar power level.

 

The Vasari opness allows them to get away with several things that no other faction can do without taking severe losses. Assuming your survive their weaker early game, playing Vasari is actually the easiest way to victory. Advent need a finely tuned combination of ships to be effective, a task greatly hindered by the poor economy. TEC on the other hand has an awesome economy but it not a very good military powerhouse in the late game and so needs to fight a complex multi front war with heavy losses to win.

 

Vasari on the other hand.... they dont require that much of skill to use effectivly. Most of their ships support themselves and this in combination with their very powerful weapons and very nasty abilities allows them to be very deadly, without the player needing to worry about 10 different things.

 

Quoting Timmaigh, reply 51
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.
End of Timmaigh's quote

 

Generally speaking, if you make certain superweapons/ablities too powerful, the game transfers into a competion of who builds the "I WIN BUTTON" first. And that is very boring becauses not the side with the better strategies or ideas win but the side that had been 1 minute quicker because the player is a former starcraft pro with 3000 APM. 

 

For example if your enemy is building a Titan, you certainly should soon get your own too. However even if he has a Titan for 10 minutes and you dont that doesnt mean you have lost the game. Why? Because Titans are counterable, there is something other than your own Titan that is capable of stopping that huge warship cold.

 

Neither Wail or Big Red Button compare to the Maw. Both are counterable. The Maw is not.

 

Quoting Timmaigh, reply 51
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.
End of Timmaigh's quote

 

No - realistic - ammount of superweapon will win you the game. Auxilary Goverment on starbases and you can fire Novaliths all day. A few culture centers and Deliverance Engine gets pretty worthless. Ironically the Kostura is the best superweapon, although it is usually not interesting to amass it due to its function. On single star maps - which is 99 % of what people play in MP the Kostura allows the Vasari fleet to be anywhere on the map at a moments notice. Now with the Vorastra you can even always can jump back safely. As all structures on the target are disabled any potential starbase that could - albeit temporly hinder the Vasari fleet - is in unsupported and as such usually dies. The Kostura is dependant on having a fleet to be really useful but with it it becomes the most powerful one.

 

Sins Superweapons are more the "Death by 1000 cuts" type.

Reply #53 Top

Timmaigh, you aren't getting on/off switches for tech.  Star Trek Armada II had that option for science vessels and superweapons, unfortunately that was 2001 and after that games are not permitted to have similar options or Activision will send hordes of butt-reaming, monkey-lawyers to do terrible things to the programmers.

The jumping orkie doesn't need to be a jumping orkie.  The vasari are fleeing, not their starbases.  They are ditching their shit and running for the boonies -and hoping to take some human and advent slaves... I mean buddies along for the ride because all the years of war have really helped everyone bond.  I think the vasari are just F*ing with everyone and this is just their ultimate chance to enslave tec/advent rebels and come back later to bitch slap the Orion arm with a nano-trout.

What makes VR banned is the jumping starbase.  Eliminate that and what is there to bitch about; game on, right?  Stardock wants jumping orkies and community doesn't.  There really is no reason game-wise for a jumping starbase.  Trinity demanded some balls to plant down an orky in the enemy gravity well.  You needed some support to run that colony ship in and get the starbase going and then run it through the gravity well.  It's just too easy to build the orky in a safe, cozy gravity well and then once upgraded ram it down the enemy's throat, which is why the faction is banned.  Time to roll it back.

Reply #54 Top

Command and Conquer Red Alert 2 let you turn off super weapons...  Don't remember when that was made though.  And I would seriously love to see anybody try to sue over an on/off switch...

-Huzzah!

Reply #55 Top

Quoting ARESIV, reply 52
Neither Wail or Big Red Button compare to the Maw. Both are counterable. The Maw is not.
End of ARESIV's quote
VL Titan is single most cause you will hear the phrase;"It's so op, it's Gay". 

Last night in a 5s, Traxin had 128 bombers up against a level 6 Vorastra that some dbag, who was the last player on opposing team, left sitting after he had essentially afk'd. 

Everyone watched in amazement as, no exaggeration here - that thing, an "afk" Titan mind you, spun in place, and otherwise moved with impunity for a good 25-30 minutes while devouring anything & everything in it's reach.  It actually went to level 9 during this time, and only after multiple high level Kortuls, along with progressively more and more bombers went toe to toe with it, did it go down. 

This was something that was painful to watch as the whole time you're thinking, "If this monster is that preposterous to take down while it's an afk'rs, what kind of behemoth would it be with a "live" player?"

If the game hadn't mini'd, the replay would have been a textbook study of OP, and best evidence out there to nerf that thing.

Quoting HouseRalan, reply 53
It's just too easy to build the orky in a safe, cozy gravity well and then once upgraded ram it down the enemy's throat, which is why the faction is banned. Time to roll it back.
End of HouseRalan's quote
Some will argue the "you get what you deserve" angle with jumping orkies, and VL Titans in that somehow if you "let" an Orky or Vorastra get that big in the first place, it's your own fault for lack of oversight.  This argument naturally comes primarily from Vas players however. 

And while I do get that Orkies are about all the Vas really have in terms of a de facto instrument at their disposal that they are literally forced to employ, the Vorastra just gets plain stooopid almost after level 4.

Reply #56 Top

@ Aresiv, Bilun>

While i proposed to buff other factions in order to make up for the Maw, it does not mean i am strictly against nerfs and promote just buffing. I know i disagreed with Valkya in regard to his proposals to nerf Vasari earlier this thread, but it was only cause he proposed to nerf basically everything there is, phase missiles, wave cannons, bombers, Vorastra, just everything worthwhile. Well perhaps he gave these things as alternatives and did not meant to do them all at once, in which case i misunderstood him, therefore my bad. But it certainly looked that way to me. If the nerfs were about to happen, i just would like to see some sense, starting with lets say phase missiles, SB mobilization and Desperation/corvette thing, then see, what happens and if its not enough, continue with bombers as suggested....again see what happens....

I am not even strictly against nerfing Maw, i would just prefer if they nerfed its cooldown instead of its killing potential. You say they already did that, but it can still be used what? every 5 minutes? How about 10 instead, or 15, if thats not enough? You say, thats pointless, cause the only succesful activation can be decisive,..well, perhaps in certain cases yes, but at the same time, this is Sins we are talking about. I would hazard a guess that at the time of level 6 Vorastras are part of the game, you should have good enough economy to replace the ships you lost to the Maw, before the enemy razes your entire empire. 

I understand the thing about balancing multiple things as well, its indeed common sense to nerf/buff the one, which is out of the line instead of meddling with the rest and potentially breaking entire balance. But i supposed we were talking here just about Vasari cool toy vs Advent cool toy vs TEC cool toy...i mean we could abstract it into this simplified scheme. 3 things, not 20, additionally with the balance important only between themselves, not against the rest of the game. I think buffing TEC/Advent cool stuff to get them to Vasari level in this case would be no problem and would not break the balance at all.

Regarding the notion of the game becoming the race towards I WIN buttons, its interesting its the multiplayer players who refuse it. I thought the whole point of I WIN buttons late game is to prevent matches from dragging out too long, simply if you failed to beat your enemy conventional way during the entire match, there are things at its end designed to do it quickly.  I thought the multiplayer games do not tend to last usually very long, BTW on average, how many games even last that long that you get the Titan to the level 6 at all?

One last thing, the Maw being incounterable, unlike Wail and BRB. The Maw uses antimatter to work, right? And there are antimatter depleting abilities/stuff within game, which can affect it, right? Like Disruptive Strikes and whatever the other factions have? So its not that incounterable after all, its just these things dont work against it for some reason as they IMHO should. So how about make them work instead of nerfing Maw?

 

Reply #57 Top

Quoting Timmaigh, reply 57
@ Aresiv, Bilun>

While i proposed to buff other factions in order to make up for the Maw, it does not mean i am strictly against nerfs and promote just buffing. I know i disagreed with Valkya in regard to his proposals to nerf Vasari earlier this thread, but it was only cause he proposed to nerf basically everything there is, phase missiles, wave cannons, bombers, Vorastra, just everything worthwhile. Well perhaps he gave these things as alternatives and did not meant to do them all at once, in which case i misunderstood him, therefore my bad. But it certainly looked that way to me. If the nerfs were about to happen, i just would like to see some sense, starting with lets say phase missiles, SB mobilization and Desperation/corvette thing, then see, what happens and if its not enough, continue with bombers as suggested....again see what happens....

End of Timmaigh's quote

Fair enough- and as I said I may have been getting a bit fervent on the issue due to similarities to past arguments.



I am not even strictly against nerfing Maw, i would just prefer if they nerfed its cooldown instead of its killing potential. You say they already did that, but it can still be used what? every 5 minutes? How about 10 instead, or 15, if thats not enough? You say, thats pointless, cause the only succesful activation can be decisive,..well, perhaps in certain cases yes, but at the same time, this is Sins we are talking about. I would hazard a guess that at the time of level 6 Vorastras are part of the game, you should have good enough economy to replace the ships you lost to the Maw, before the enemy razes your entire empire. 

End of quote

Again fair enough-  Honestly as long as there is a solid counter the magnitude doesn't matter.  The tricky part is working a solid counter into something that has special mechanisms that avoid every conventional counter.



I understand the thing about balancing multiple things as well, its indeed common sense to nerf/buff the one, which is out of the line instead of meddling with the rest and potentially breaking entire balance. But i supposed we were talking here just about Vasari cool toy vs Advent cool toy vs TEC cool toy...i mean we could abstract it into this simplified scheme. 3 things, not 20, additionally with the balance important only between themselves, not against the rest of the game. I think buffing TEC/Advent cool stuff to get them to Vasari level in this case would be no problem and would not break the balance at all.

End of quote

 Part of the difficulty though is the lack of framework.  The Vasari are strong because they have a ton of gamechangers(things like phase stabilizers, phase missiles, moving starbases, and the like).   When it comes down to it there simply put aren't that many gamechanging effects in the Advent/TEC toolkit.  it would have to be a matter of creating entirely new tools rather then just buffing existing ones.  Which presents come difficulties.

Regarding the notion of the game becoming the race towards I WIN buttons, its interesting its the multiplayer players who refuse it. I thought the whole point of I WIN buttons late game is to prevent matches from dragging out too long, simply if you failed to beat your enemy conventional way during the entire match, there are things at its end designed to do it quickly.  I thought the multiplayer games do not tend to last usually very long, BTW on average, how many games even last that long that you get the Titan to the level 6 at all?

End of quote

 The thing is stalemates have never really been a huge problem in Sins.  offensive outscales defense pretty much accross the board and only one race really has the economy to replenish casualties effectively.  Even the average titans are massive forces of attrition.

 

A tool of the potency of the Maw is by no means necessary to ensure games actually end.  Game enders should be powerful, but they still need to be counterable by an opponent who sees them coming and has sufficient resources available.



One last thing, the Maw being incounterable, unlike Wail and BRB. The Maw uses antimatter to work, right? And there are antimatter depleting abilities/stuff within game, which can affect it, right? Like Disruptive Strikes and whatever the other factions have? So its not that incounterable after all, its just these things dont work against it for some reason as they IMHO should. So how about make them work instead of nerfing Maw?
 

 

End of quote

For these tools to actually form a counter it would need to be possible to fully AM drain the Vorastra before it can micro-phase jump and activate the Maw- an action that takes 10-15 seconds tops.  And much of that time period the Voratra will likely be out of range of the capitalships with AM drain as it will be chasing kiting carriers.

Sending capitalships alone into a vasari fleet with no frigate support isn't an option either due to how good phase missiles are at killing capitalships.

But again, I think any balancing should be targeted on removing/reducing the usefulness of micro phase jump for setting up the maw.  if the Voratra could actually be effectively kited like every other titan The Maw would be entirely reasonable.

 

 

 

Reply #58 Top

There are different ways to fix this. One possibility is to make Micro-Phase Jump an ability that channels for a few seconds before activating and then after teleportation occurs, it can't use any special abilities for a brief period. This might buy some time for the other player. Also, the cool-down time and possibly range could be tweaked so that it can be caught.

The VL Titan is also hard to AM drain because it so rarely uses its special abilities so it usually has plenty of AM.

 

Reply #59 Top

Quoting JuleTron, reply 59
The VL Titan is also hard to AM drain because it so rarely uses its special abilities so it usually has plenty of AM.
End of JuleTron's quote

That is a good point. An AM cost increase, at least at earlier levels, might be justified. I think that it is not unreasonable to expect the Vorastra to get off one good micro phase jump/maw combo, but any after that should be fairly hard to do if your opponent brings the right ships.

Reply #60 Top

Quoting JuleTron, reply 59
There are different ways to fix this. One possibility is to make Micro-Phase Jump an ability that channels for a few seconds before activating and then after teleportation occurs, it can't use any special abilities for a brief period. This might buy some time for the other player. Also, the cool-down time and possibly range could be tweaked so that it can be caught.

The VL Titan is also hard to AM drain because it so rarely uses its special abilities so it usually has plenty of AM.

 
End of JuleTron's quote

 

The brute force method to remove the combo could also be for the Vorastra to be unabled to cast spells for some period of time after micro-jumping.  That would preserve microjump as an escape mechanism and as a reasonable carrier chasing tool(can still micro-jump & attack with desperation), but would simply remove the micro-jump-Maw combo altogether.

 

But again, while it's possible the maw will need to be looked at, I suspect it's atopic for another patch.  Making desperation not hit corvettes and making the maw interruptably by Ankylon is a good enough start for the next patch.

Reply #61 Top

1. I honestly would like to see a way to put together my own fleet designs so that my fleet flies a certain way. I like the idea of having Far, Normal, or Close on how i want my ships to move around the flagship but honestly I'd like to see it more in depth like being able to make my titan the center of my fleet and making my ships in a semi circle around it or something like that. And on that note has anyone else had any problems with ship movement in a fleet, esspecially in the Advent, it just seems like ships don't jump at the same time, or do stupid things like the Guardian popping its ability at the edge of a grav well rather then in fight.

 

2. I would like to see an on/off switch for super weapons, or maybe a more worth while balance for them it just seems like the TEC and Vasari get great secondary abilities with their supers and the Advent get kind of screwed over. I mean the TEC get the most powerful one but its countered by starbases, planet health, or Ion Field Generator. But even if you stop the initial death of your planet the income is still screwed over. With the Vasari, you get pretty crap damage but you get a stun which can ruin well put together defenses, stop research, or mess an economy or ship building up entirely if used correctly, also they get a phase node which means they can easily jump to pretty much anywhere in the system without so much as a "boo". The Advent get a 10% drop to allegiance, and a culture boost but both are really lack luster and easy to counter, the only reason to try and use it is for the dmg buff from moving into what ever you fired it at but it really doesn't make a huge difference unless your using it specifically for that purpose

 

3. The Minidumps and late game lag I know can be fixed we've seen moders and other games do it but never really set down and heard stardock work on the issue.

 

4. Honestly the Eradica (AR Titan), needs a nerf, and the Coronata (AL Titan), needs a buff, the Ankylon (TL Titan) needs to have some of its skills adjusted so that its more useful and not just a dead wait with its skills are on CD. The other three titans I like and think they are well put together, and Titans need to lose levels when they die not just some xp not a level all of them, they go back to zero like everything else that dies. It makes no sense to have them keep them and honestly that alone would balance the Eradica's stupidly OP ulti

Reply #62 Top

Every time I see this thread I see the crossed off tier 2 global unity idea... I kinda like the idea of this... it would give the loyalists something to grab early that pays you back the rest of the game. and maybe the frequency of loyalists doing this could encourage other factions to grab culture as well.

I understand the allegiance bonus on top of that might be too good, but wasn't someone talking about buffing allure and removing levels as well? isn't that the whole effect? why not make it 2 levels at 10% so that global unity can drop down?

Reply #63 Top

Quoting barebalo, reply 62
And on that note has anyone else had any problems with ship movement in a fleet, esspecially in the Advent, it just seems like ships don't jump at the same time, or do stupid things like the Guardian popping its ability at the edge of a grav well rather then in fight.
End of barebalo's quote

You have to micromanage a lot with Advent. I haven't had jump problems but if at any time something is shooting at a guardian and there are nearby allied ships that aren't covered by a guardian, it will use that ability. You just have to turn the ability off autocast to prevent that.

Quoting barebalo, reply 62
3. The Minidumps and late game lag I know can be fixed we've seen moders and other games do it but never really set down and heard stardock work on the issue.

 
End of barebalo's quote

They do, but you have to email them minidumps to take a look at. Both can also be caused by hardware issues, so if you don't have a lot of RAM or a CPU with small individual cores there might not be much that can be done.

Quoting SithLordAJ, reply 63
Every time I see this thread I see the crossed off tier 2 global unity idea... I kinda like the idea of this... it would give the loyalists something to grab early that pays you back the rest of the game. and maybe the frequency of loyalists doing this could encourage other factions to grab culture as well.

I understand the allegiance bonus on top of that might be too good, but wasn't someone talking about buffing allure and removing levels as well? isn't that the whole effect? why not make it 2 levels at 10% so that global unity can drop down?
End of SithLordAJ's quote

I'm not against an early game AL culture buff, but they already have a useless tier 2 culture tech. Making that actually useful seems a better approach to me.

Reply #64 Top

Quoting barebalo, reply 62
4. Honestly the Eradica (AR Titan), needs a nerf, and the Coronata (AL Titan), needs a buff, the Ankylon (TL Titan) needs to have some of its skills adjusted so that its more useful and not just a dead wait with its skills are on CD. The other three titans I like and think they are well put together, and Titans need to lose levels when they die not just some xp not a level all of them, they go back to zero like everything else that dies. It makes no sense to have them keep them and honestly that alone would balance the Eradica's stupidly OP ulti
End of barebalo's quote

 

While the Eradica is certainly on the more powerful end of the scale I do not think it needs a nerf.

 

I agree however about the need to buff the Coronata and the Ankylon.

 

And as it has been mentioned many times before. The Advent Rebel have nothing but Wail and the Eradica going for them. Remove those two or scale them down to poor levels and the Advent Rebels are dead.

 

So before any changes to both Wail and the Eradica are made, you need to name some really great things for Advent Rebels as compensation.

 

 

That titans loose levels has been suggested from the very beginning. The developers however have some very good reasons for Titans keeping their level:

 

  • Titan power scales exponentially with Levels. A level 5 Titan is more than 5 times as dangerous as a level 1 Titan.
  • You cannot avoid a Titan loss under certain circumstances which includes dealing with a enemy Titan on a similar level.
  • Due to the above, the loss of a high level Titan would lead to an almost certain defeat. There is no fleet that can deal with a large enemy fleet that is supported by a high level titan, unless said fleet has an halfway comparable leveled Titan as support.
  • Unyielding Will more or less depends the loss being bearable. Or the other way arround. If I have to sacrifice my Level 6 Eradica and go down back to Level 1, than Unyielding Will would need to be excessive powerful. 5 Titan levels? That worth 20 starbases or so..... so Unyielding Will would need to do that huge ammount of damage.
  • Phase Missile bombers (who are OP and in need of a hard nerf) have little trouble in pulversing a level 10 Eradica in less than 30 seconds.

 

A not to long ago patch at least partially covered your wishes. As it is now, a higher Level Titan takes more and more time to rebuild and also becomes considerable more expensive. Both of those factors increase the advantage of the winning Titan.

 

while the Titan is rebuild, the fleet of the player cannot do much more than retreating against the enemy advancing Titan + fleet. So there is a reasonable change that the defeated titan allows your enemy to gain a few planets in the meantime, which in the long term leads to your defeat.

 

This is imho a much better solution. Punishment... yes.... but not a death sentence.

 

 

You may argue that Capitalships "loose" all levels too. That is correct, but there are a few major differences between capitalships and  a Titan:

 

  • While the loss of a high level capital ship does certainly hurt your military considerable, it can be overcome. And while you probably will take more heavy losses than with your high level caps, it is still quite doable.
  • Capitalships are comparable easy to destroy. Enough focus firepower and that dreaded level 8 Marza of your enemy will join your beloved but dead Level 8 Space Egg into oblivion. Yes, it will make you pay dearly for it, but it will die. On the other hand the "fragile" level 8 Ragnarov is much more difficult to destroy and so you need your own Titan to stand a reasonable change to do just that.
  • Capitalships can buy levels. Yes, 2 level 4 capships are not as good as one level 8 capships and have several initial disadvantages (cost, XP gets divided, expensive fleet upgrades) but that makes them still more replaceable.

 

To make a long explanation short:

 

If all your high level capitalships are dead, you can still win and offer fiercy resistance. If your Titan on the other hand is 5 levels below the other one, you are pretty much dead.

 

 

 

 

 

Reply #65 Top

that makes no sense if thats the case then someone can just run they're lvl 6 eradica into a fleet munch most of it while its invincible and then move the rest of they're fleet in and mop up, either you stay and get munched, run away and lose the planet and if you do run then you now have to make the decision to move forward hoping you have enough left over to kill they're fleet or hang back all the while the other person is rebuilding they're titan, the time and cost is irrelevant late game i have no problem at all fielding a replacement for my titan the money is little compared to a late game economy and the time it takes you to burn a fleet, push past defenses and planets i could do it all over again and much a fleet

 

Reply #66 Top

Also i like the idea of having Global unity as a tier 2, honestly it should go where the extra cutlure rate buff is now. It just seems like really there isn't any real diversity between the two factions, they both play like the same old advent just with culture buffs. Both of them have a way of techinally MC'ing units and neither of them have anything that really makes them unique, like the vesari loyalist can move their civilization to their ships, or the Vasari Rebels can phase jump damn near everything, the TEC Rebels get more dmg upgrades and reasons to attack planets besides the obvious getting a planet and the TEC loyalist get huge defensive bonus'. It just seems like both advent factions have the same idea move quickly, build culture and drone swarm them

Reply #67 Top

Quoting barebalo, reply 67
Also i like the idea of having Global unity as a tier 2, honestly it should go where the extra cutlure rate buff is now. It just seems like really there isn't any real diversity between the two factions, they both play like the same old advent just with culture buffs. Both of them have a way of techinally MC'ing units and neither of them have anything that really makes them unique, like the vesari loyalist can move their civilization to their ships, or the Vasari Rebels can phase jump damn near everything, the TEC Rebels get more dmg upgrades and reasons to attack planets besides the obvious getting a planet and the TEC loyalist get huge defensive bonus'. It just seems like both advent factions have the same idea move quickly, build culture and drone swarm them
End of barebalo's quote

The Advent Rebels have wail and the ability to revive destroyed ships, which makes them feel a bit different, since these abilities have an active presence in the game. But I agree the loyalists feel a bit bland by comparison  most of their techs are just +% bonus, minus global unity and coward's submission, which just kind of happen.

That said, again I think cost/benefit global unit is in a good place. They certainly don't need any research removed, perhaps the tier 2 extra culture tech could give another bonus, like extra antimatter or shield regeneration bonus in culture.

Quoting ARESIV, reply 52
I understand where you are coming from, but against an digged in player, especially if he is Vasari you need a long duration of Unyielding Will if you ever want to see that starbase die.
End of ARESIV's quote

Why in the world are you judging the Eradica on how long it takes to destroy a starbase? It's a fleet killer, and it can do that in half has long as it has invulnerability time now, not to mention how much it can destroy while it is alive. Four minutes of invulnerability while getting the bonuses from its ultimate while alive is way too much, and it especially hurts the single player crowd. If there is one thing to give in on, this is it because it hurts them a lot, and hardly influences multiplayer at all.

Reply #68 Top

I shall withhold my opinion on the power of the Eradica until the Vasari titans get nerfed to not affect corvettes....

As of right now, what is "OP" depends on faction...Eradica is most certainly not OP from perspective of Vasari since their phase missiles, their ridiculous SC, their SBs, their titans, and their cap selection is far superior to Advent when heading into the late game...

But from perspective of Advent or TEC, it is a different story....

Reply #69 Top

Quoting GoaFan77, reply 68

Quoting barebalo, reply 67Also i like the idea of having Global unity as a tier 2, honestly it should go where the extra cutlure rate buff is now. It just seems like really there isn't any real diversity between the two factions, they both play like the same old advent just with culture buffs. Both of them have a way of techinally MC'ing units and neither of them have anything that really makes them unique, like the vesari loyalist can move their civilization to their ships, or the Vasari Rebels can phase jump damn near everything, the TEC Rebels get more dmg upgrades and reasons to attack planets besides the obvious getting a planet and the TEC loyalist get huge defensive bonus'. It just seems like both advent factions have the same idea move quickly, build culture and drone swarm them

The Advent Rebels have wail and the ability to revive destroyed ships, which makes them feel a bit different, since these abilities have an active presence in the game. But I agree the loyalists feel a bit bland by comparison  most of their techs are just +% bonus, minus global unity and coward's submission, which just kind of happen.

That said, again I think cost/benefit global unit is in a good place. They certainly don't need any research removed, perhaps the tier 2 extra culture tech could give another bonus, like extra antimatter or shield regeneration bonus in culture.


End of GoaFan77's quote

 

Honestly I think their techs with the most potential for direct, obvious, and interesting effects on gameplay would be:

Planet for a Planet: Imagine if this tech were actually reliable and strong enough that bombarding the planet of an Advent Loyal player who might have a large fleet in reserve or attacking your planets could actually be a bad idea as it may give the Advent Loyal player a decisive advantage.  If this tool were better it could lay the groundwork for all sorts of traps and feints on the advent loyal player's part to give the buff to a well positioned fleet.  At present this tech is just too circumstantial for a tech with so high of a cost(the loss of a planet).  It's effect should be strong and broad enough to reliably make a difference

Fury of the Unity:  yes it's just a % damage increase, but it's a T8 in-culture combat tech which requires the advent loyal player to go deep in the dreaded harmony tree(which does precious little for them after T3).  It could reasonably be much stronger then it is now.  The zone control this tech could provide if the damage bonus were large enough to be a decisive advantage even in late game battles would as a whole make culture a very strong tool for the Advent Loyals.  The game would play very differently if fighting a late game advent LOyal fleet in their culture with a remotely comparable fleet simply wasn't an option.

Coward's submission:  You say the effects are automatic, but honestly I think the very fact that it rewards forcing the enemy to retreat creates a lot of implied strategy.  The main problem with the tech is it's benefit is fairly small(not large enough to actually make the opponent think twice about retreating in a situation they would ordinarily retreat) and honestly it's most just attrition as you're very likely to lose the converted ships as they are jumping right into the middle of the enemy fleet.  That said I think this tech has the least potential to be game changing of the three.

 

 

But yeah, overall the Advent Loyals sort of got the short straw in terms of new gamechanging effects- and even their techs with potential to be game changing simply don't have the strength or reliability to do the job.

 

 

Reply #70 Top

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

Guys, 300 seconds is 5 minutes ;)

entityBoolModifier "DisableRegeneration"
numFinishConditions 2
finishCondition
finishConditionType "TimeElapsed"
time
Level:0 300.000000

Reply #71 Top

I would just like to see some more diversity between the two factions for advent, I don't mind that the loyalist are culture intensive I actually like using culture as a weapon but late game its easy to deal with and honestly its buffs are only good half way through the game. 

The Mind control aspect for the loyalist i like a lot. The part that I don't like is that they take up fleet supply and can ruin you micro managing if it gets capped at the wrong time. I would like to see the Advent Loyalist take a more culture and Mind control approach so that they could have something worth while in the AoE category. Maybe if there was a research that would allow for more useful mind controls and maybe to allow them to not take up fleet cap so they don't ruin fleet crafting and such. Just for the AL so to make them have a different approach of maybe not fielding higher power ships like the other races but having the ability to take over ships so that makes people think before you just jump in and wipe them up. Also maybe changing it so that MC'd units retain their researches and upgrades but don't benefit from anything you have since technically the technologies wouldn't be compatible.

For the Advent Rebels I'd like to see a more aggressive stand point, it says in their bio that they think the Advent have lost their grasp on their destiny and maybe they should move away from culture a little bit and maybe aim more towards weapons or ships, strength, I like the idea of them having wail but maybe lean them more towards ship abilities, like SB upgrades, faster ship casting, etc etc maybe even bring back the anima pact for them so they can field more SC to make them more aggressive

 

Reply #72 Top

Edited OP to include correct time for passive regen nerf granted by Vasari turrets with upgrade. This is even more OP against Titans than I thought.

Quoting GoaFan77, reply 68
perhaps the tier 2 extra culture tech could give another bonus, like extra antimatter or shield regeneration bonus in culture.
End of GoaFan77's quote

I had forgotten about this tech. Now that you mention it, I think that the best buff for Confluence of the Unity could be to give it the additional effect of 6%/12% phase missile block.

ARs equivalent to this could be to give Protection of the Unity 4%/8%/12% phase missile block.

 

 

Quoting bilun, reply 70
Planet for a Planet:
End of bilun's quote

This tech just seems to give a range boost, which is a pretty mediocre buff. A 30% RoF buff for 750 seconds should fix this tech nicely. Laying traps and feints like you said may become very viable with this change.

Quoting bilun, reply 70
Fury of the Unity:
End of bilun's quote

A different approach could be to move it to the Hostility tree. By buffing this tech, the late game balance between TEC and AL might be thrown off. If the Vasari were merely as strong as the other races, I don't think that there would be any complaints about this.

Quoting bilun, reply 70
Coward's submission:
End of bilun's quote

If Cowards Submission was activated each time an enemy ship was ordered to phase jump, (instead of upon activating the phase engines) then captured ships might have a higher chance of survival.

 

Quoting barebalo, reply 70
mind controls and maybe to allow them to not take up fleet cap so they don't ruin fleet crafting and such
End of barebalo's quote

Hhhmmm

Quoting barebalo, reply 72
Also maybe changing it so that MC'd units retain their researches and upgrades but don't benefit from anything you have since technically the technologies wouldn't be compatible.
End of barebalo's quote

Allowing mind controlled units to retain their research could be OP since it could give them access to Ceilo's Designate Target or the Subverter's AOE disable ability.

 

 

 

Reply #73 Top

Quoting JuleTron, reply 73
Quoting bilun, reply 70
Fury of the Unity:
A different approach could be to move it to the Hostility tree. By buffing this tech, the late game balance between TEC and AL might be thrown off. If the Vasari were merely as strong as the other races, I don't think that there would be any complaints about this.
End of JuleTron's quote

Really? TEC Loyalists get a 30% weapons and 4 armor buff and just for being in an owned gravity well. I think Fury of the Unity could have been the Tier 2 tech after the first two culture upgrades considering it's only a 10% buff which would help early game but hardly be game changing mid or late game. T8 should be game changing which this is clearly not.

 

Reply #74 Top

tec loyalist is all defense, eventually you have to go on offensive and TL needs some TLC.

 

you know there are 8 interesting abilities that seem all seem to give % chance of affect to lasertec weapons?  did stardock leave them and other 16 buffs in by accident (for future), by laziness (corvette abilities trump these and listed are dated/old), or just for fun?

AbilityTargetAntimatterTanks
AbilityTargetBackupGenerators
AbilityTargetBridge
AbilityTargetComputerCore
AbilityTargetEngines
AbilityTargetHangarBays
AbilityTargetShieldGenerators
AbilityTargetWeapons

Some neat buffs against the target. 

It would be cool for TEC Loyalist corvette to have a few extra ewar abilities because they are ass compared to others.

Reply #75 Top

Quoting JuleTron, reply 73
Edited OP to include correct time for passive regen nerf granted by Vasari turrets with upgrade. This is even more OP against Titans than I thought.


Quoting GoaFan77, reply 68perhaps the tier 2 extra culture tech could give another bonus, like extra antimatter or shield regeneration bonus in culture.

I had forgotten about this tech. Now that you mention it, I think that the best buff for Confluence of the Unity could be to give it the additional effect of 6%/12% phase missile block.

ARs equivalent to this could be to give Protection of the Unity 4%/8%/12% phase missile block.

 

 


Quoting bilun, reply 70Planet for a Planet:

This tech just seems to give a range boost, which is a pretty mediocre buff. A 30% RoF buff for 750 seconds should fix this tech nicely. Laying traps and feints like you said may become very viable with this change.

End of JuleTron's quote

Works for me.  Honestly I think increasign duration is one of the simplest and most effective ways to increase it's reliability.  Honestly though I might be tempted to replace the range with a large planet bombardment speed rather then RoF-  Fast bombardment would make it easy for the Advent Loyals to force a fight while the buff is up(if the enemy doesn't come to defend in numbers they start losing planets). 

 

That said, one problem with the tech is that it's damage bonus doesn't affect strikecraft.  I can see why this is the case being that strikecraft cease to exist during phase jumps(so any buffs would be lost in a jump), but it's fairly restricting that Planet for a Planet doesn't affect one of the most important types of weapon damage late game- not to mention the Advent's premier anti-fortification damage source, the Bomber.  

It would be ideal- though not the highest priority- if carriers under the effect of the buff shared the damage bonus with their strikecraft(We know this is engine-possible because of concentration Aura).


Quoting bilun, reply 70Fury of the Unity:

A different approach could be to move it to the Hostility tree. By buffing this tech, the late game balance between TEC and AL might be thrown off. If the Vasari were merely as strong as the other races, I don't think that there would be any complaints about this.

End of quote

This would be fantastic as it would encourage the Advent loyals to embrace the classic Advent tactic of "forget the harmony tree, all the good stuff is in Hostility".  The Advent Loyals in general has their goodies too split up between trees- Ancient ret is T6 hostility, Fury T8 harmony, and all their low tier techs are trash.

 

I'd still like to see the old base rank 0 value of 5% brought back though- Advent loyals should get some inherent combat boosts in-culture.   perhaps a slight increase from 0->20% to 5->25%


Quoting bilun, reply 70Coward's submission:

If Cowards Submission was activated each time an enemy ship was ordered to phase jump, (instead of upon activating the phase engines) then captured ships might have a higher chance of survival.
End of quote

This could be handy.  Personally though I'd just prefer a larger conversion chance- nothing will make an opponent think twice about fleeing more then greater attrition.