Because I felt like creating one.
Where's the balance?
Published on August 10, 2009 By Kitkun In Sins of a Solar Empire

So there's been a bit of dicussion on balance lately. Most of it's focused on other things so far, but some caps have long been more viable than others. I'm looking to see what the community thinks would be fairly balancing in regards to buffs and debuffs in the abilities.

I'll start with my suggestions and opinions, and I'll be trying to keep things away from what we already have. Try and get a bit more diversity into the game.

Color coded for fun.

TEC:

Kol Fine as is.

Sova Fine as is.

Akkan: Buff

Colonize+ Fine as is.

Ion Bolt: Change AM from 85/85/85 to 85/80/75. (AM intensive, gives more incentive to level it up. Only good for interrupting anyways.)

Targeting Uplink: Change Accuracy bonus from 5/10/15 to 6/12/18, change Range bonus from 8/17/25 to 10/20/30. (Allows Flak to take out SC just a bit faster and gives the longer ranged TEC ships a bit more of a boost.)

Armistice: Fine as is.

Dunov Fine as is.

Marza: Mixed

Radiation Bomb: Fine as is.

Raze Planet: Fine as is.

Incendiary Shells: Allow it to stack, change Damage/Sec from 3/4.5/6 to 1/2/3, change duration from 15 to 8. (Not really that much of a buff. The Rate of Fire of a Marza allows it to maintain a stack at about 3.)

Missile Barrage: Bump up graphics more.

Advent:

Radiance: Buff

Detonate Antimatter: Fine as is.

Animosity: Fix so that debuffed ships cannot attack other ships with any weapon that could attack the Radiance. Add 2% Mitigation, change cooldown from 35 to 45. (Actually makes it useful, since as is you just give a new order.)

Energy Absorption Armor: Fine as is.

Cleansing Brilliance: Fine as is.

Halcyon Fine as is.

Progenitor: Mixed

Colonize+:   Fine as is.

Malice: Change target cap from 8/16/24 to 12/20/28.

Shield Regeneration: Change shields restored per second from 37.5/50/62.5 to 37.5/47.5/57.5. (Another awesome ability. Ready the flames, plz.)

Resurrection: Fine as is.

Rapture: Fine as is.

Revelation: Buff

Reverie: Fine as is.

GuidanceAdd 3/6/9 AM recharge. (Make it useful. You just run out of antimatter faster otherwise.)

Clairvoyance: Start with Autocast off.

Provoke Hysteria: Fine as is.

Vasari:

Kortul: Buff

Power Surge:  Fine as is.

Jam Weapons:  Fine as is.

Disruptive Strikes Fine as is.

Volatile Nanites: Change debuff range from 2000 to 2500, change damage upon death range from 1000 to 1250, change damage upon death from 150 to 200. (A bit more useful against large fleets.)

Skirantra: Buff

Repair Cloud: Fine as is.

Scramble Bombers: Kill this ability. (Move it to Lasurak or something. Suggestions for replacement welcome.) 

Microphasing Aura: Fine as is.

Replicate Forces: Change from 3 copies to 6 copies. (Much more useful in smaller groups.)

Jarrasul: Mixed

Colonize+: Change Duration from 240/480/720 to 240/360/600add 1/2/3 extra constructors for duration of buff. (Building structures really, really fast for a short while. Not like you're going to take this over others often.)

Gravity Warhead: Fine as is.

Nano-disassembler Fine as is.

Drain Planet: Fine as is.

Antorak: Buff

Phase Out Hull Fine as is.

Distort Gravity Fine as is.

Subversion: Change build rate penalty from 50/100/150 to 100/200/300, add damage over time to amount to 8/12/16% of planet health and 5/7.5/10% of population, change AM from 100/100/100 to 100/110/125, change cooldown from 75 to 150, remove stacking. (Powerful now. For damage, remember that it's over 5/7.5/10 minutes. Using stacking means the ships has to wait there or you have mutiple of these, both of which go against the hit-and-run nature of them.)

Stabilize Phase Space: Fine as is.

Vulkoras: Buff

Phase Missile Swarm: Change to fire Phase Missiles with 15/30/45% chance to bypass shields. (Again, more a bug fix.) 

Deploy Siege Platforms Fine as is.

Assault Specialization: Fine as is.

Disintegration Fine as is.

 


Comments (Page 12)
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on Sep 07, 2009

N3rull
You do understand that a Kortul

at level 10
with 3/3 power surge
with all shield upgrades done

receives only slightly above 18 shields per second while Power Surge is active?
A level 1/3 Power Surge on a lvl 1 Kortul gives you => less than three shield points per second <=
This ability is shit and Kortul is no better a tank than most other Vasari caps. It has 5 armor basic, yay.

 

I didn't realise that, thanks for pointing it out.  My opinion is more based on experience with the game than looking at numbers so take it with a pinch of salt.

on Sep 07, 2009

One may be fooled by what he thinks is experience. If you use something but don't pay attention to how it exactly worked, you may not notice that it worked worse than you think.
If you use it a hundred times over and never check the details, you may think the ship or ability is good based on experience.

on Sep 08, 2009

 

Quote:

Nano-disassembler: Change Armor reduction from -2/-4/-6 to -1/-3/-5. (More blasphemy. This ability just eats ships as is.)

 

I disagree with this one. The Space Egg is pretty slow and vulnerable. Apart from colonization, there's got to be a good reason to deploy this thing, and nano-dissassembler is one of them. I would actually go as far as to say that this ability should do some minor (say 10/20/30) damage on the target as well, or perhaps reduce the shield migitation.

on Sep 08, 2009

Uh... Chris, nano disassemblers already does major damage; at level 3 it kills any unit except capital ships and carriers in a single use!

on Sep 08, 2009

Main concensus seems to be replacing Scramble Bombers with some kind of interrupt.

Rough idea: Bomber squadron only. Fighters are already dominant early game. Range at 1000/1250/1500. Targets at 3/4/5. Cooldown at 34/30/26. Remember this is per squadron it has out.

Now I gotta figure out how to get this all in-game.

 

@ovi:

1. Erm... it's at 2/3/4.

2. I like this idea a lot.

3. As complicated as some of the changes  are already, I'm in favor of keeping this relatively simple.

4. *Hits ovi on the head* It's distorting the gravity around itself, not the whole planet. If it were that powerful, they could just use it to wreck an opposing fleet.

5. Right. See above.

6. Cykur explains this perfectly.

7. Interesting idea. Might make them a bit too similar, though.

 

@Chris: I've only got the changes listed. Off the top of my head, nano does 30 DPS for 20/30/40 seconds. I believe someone found that it killed Destra Crusaders in one shot at level two.

 

 

on Sep 08, 2009

Off the top of my head, nano does 30 DPS for 20/30/40 seconds. I believe someone found that it killed Destra Crusaders in one shot at level two.

This is all correct, but it only just kills the destra, so if the Advent player has enough hull upgrades researched it survives.  This still shows the immense power of the ability.  Its power against capital ships is formidable, for obvious reasons.  In fact, it remains Vasari's best anti-starbase tool well into the mid-game.  The evacuator is the only cap in the game that can reliably take down a starbase without any support, but I wouldn't attempt it if the starbase has 2 or more health upgrades.

on Sep 08, 2009

hey, RA, about Concentration Aura, the Rapture & Halcy-

I think that the reason that Concentration Aura ISN'T on the Halcyon is because the Advent are supposed to synergize A LOT. I think anyway. As a result, Rapture+Halcyon=Super Strikecraft of DHUUM! for the enemy to attempt to deal with. The Vertigo ability on the Rapture might even be to impede enemy flak's ability to kill SC.

on Sep 08, 2009

Yes, vertigo can be (and is) used to help cripple flaks and enable strike craft to do their job.  It also serves as one of the best anti-illum abilities in the mirror match, preventing them from ripping apart your fleet with their usual amazing efficiency.  You can also use it to keep your already tough carriers alive if the enemy gets too close.  I used to go Radiance second in the mirror match to cancel shield restore, but now I go Rapture second for Vertigo.   If the enemy doesn't micro carefully (and most people underestimate or don't even know the power of vertigo) then a fleet of mostly carriers can actually kill all the lrf on their fleet and leave them only with flaks, at which point my disciples can warp in and I dock my fighters to avoid further damage.  Excellent strategy, very much underrated and underused.

on Sep 08, 2009

@Whiskey

I guess I should mention that I was only speaking if the abilities were to make logical sense as to which capital ship they'r eon. When you think carrier cap, you think, oh...capital support. Hence the anti-strikecraft ability, the extra strikecraft abilitiy...and then.....a firing aura that doesn't affect SC?

I said adt the end of the post that really...putting Vertigo AND concentraiton aura on the same ship would probably be a bad idea balance-wise, but a logical move logic-wise. That was my point.

on Sep 08, 2009

oh, sorry RA, I hadn't noticed that part. Though you are probably right, I rather like the idea of a super-Advent carrier. Mainly because the super-SC powers of the Advent are the only thing I really like about them.

on Sep 14, 2009

N3rull
I think a player could start with 2 capital ship crews available.

Fist cap should be free, as it is.
Second should require construction costs only.
Third should require additional research.

That way building a second cap is not excessively expensive, and would encourage doing it if someone is not doing econ.
Mind that you still need the first fleet supply upgrade done to build the second cap, unless you scuttle all your frigates (no scouts/colony frigs to capture extractors - generally a poor idea, but at least a tactical option). So it's not too big of a discount.

I also think this is a good idea.

N3rull

I also think all races should have means of constructing higher level caps in later game. There is usually zero point in building a lvl 1 cap and bring it to a dense 80-HC battle. Paying some 8k credits to build a cap and have it trained to level 4 is just a tad too much.
Advent already can do it - their ships automatically level up thanks to a research.
Vasari/TEC should also have such an option. For example, a three-level tier6/7 research saying "Reduces the cost of purchasing levels on capital ships by 20/40/60%".

Or allowing purchasing of Level 5 via a second level to the existing techs.  As suggested in this thread comparing the cost of: Purchasing Cap Ship Levels.

on Sep 23, 2009

Major changes proposed for the next patch. Updated the list even though the patch isn't out yet. I dragged my heels a bit on making that Scramble Bombers replacement on purpose as I suspected they had something in mind already. New ideas welcome.

 

on Sep 23, 2009

Adept Drone Anima reworked - now grants 1/2/3 extra squadrons instead of 1/2/3 extra strikecraft per squadron.

Hey, my suggestion made it through

This will make the ability equally useful for low level as well as high level Halcyons.  I don't see it replacing the push/amplification combo, but if I ever pick up a second Halcyon I might seriously consider push/anima since I already have amplification.

 

I like all the TEC changes; far as I'm concerned they're all good as is now (well, cept missile barrage, but that's a discussion worthy of its own thread).

 

Disruptive Strikes now acts as an interrupt.

Second Vasari interrupt!  Woot!  Great choice of ship, too; the Kortul is now heavily competing with the Skirantra for my second pick.  Jam weapons is now a very formidable ability; it will no longer be feasible to simply stagger your assault to avoid this ability, making it quite unique amongst strike craft disablers.

 

Scramble bombers is still, IMO, worthless.  Repair cloud is one of the game's strongest abilities, easily a match (if not the superior) of the legendary shield restore ability.  I'd rather save my antimatter for that.  Scramble bombers has to become "teh shit" to actually compete with it for precious antimatter reserves, much in the same way malice must compete with shield restore.

 

Nanos nerf was quite reasonable; still one of the game's most fearsome abilities.  Actually I'll have to double-check, level 1 nanos might have been buffed because it can now 1-hit certain types of ships it couldn't before.  Phase out hull is pretty dangerous now. Desolator is fricken awesome, but I don't understand why they didn't touch PMS.  No matter, I'll just stick to how I've always used it; as a massive armoured siege frigate.  Siege platforms got a huge buff here, I can't wait to try them out.

 

 

 

 

 

on Sep 24, 2009

I recently made a post in the Capital Carriers topic about what to do w/the Skirantra's Scramble Bombers ability.  It goes thusly:

Nanite Shockwave: The Skirantra releases a massive discharge of Nanites from its hull, disabling enemy abilities and also collectively linking their fates, causing them to take an equivalent amount of damage spread across the affected ships.  Costs 100 AM.

LEVEL 1: Range - 4000 km, 15% Damage is shared
LEVEL 2: Range - 6000 km, 30% Damage is shared
LEVEL 3:Range - 8000 km, 50% Damage is shared

Just throwing that out there, though I realize that Patch 1.04 is virtually right around the corner, and likely won't get implemented...

on Sep 24, 2009

The patch is pretty much finalized.  If anything on that list gets changed, it means it'll get delayed.

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