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 2)
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on Aug 10, 2009

i have to agree with volt. almost every cap has 1 or 2 abilities that is lackluster. the Marza has 3 out of 4 abilites that are amazing 1 being the best ability in the game. buffing incendiary skills would make it far too powerful.

on Aug 10, 2009

Let alone giving the ship 180 DPS to hull every second...

on Aug 10, 2009

Hrm. I don't recall it bypassing shields. Doing so would make it way OP.

 

on Aug 10, 2009

Well, I just came back from checking the actual file and I was incorrect.  It does have to go through shields.  All the same though, 90 DPS after mitigation as a passive upgrade is just too much.  I support just about everything else you said (although I think you nerfed the Jarrasul a little too much... which I'll explain after this.)

Its just that Power Surge, even after a 75% decrease in cooldown which yields an 80% increase in DPS which is active, this is just way too much.  This kind of passive would shred enemy forces.  If you knocked the damage down to 3 and the duration to 10, I'd go for it as a stackable, but as it stands, no.  This is just too much.  Here are the options I see as viable:

Option 1: Stackable [Passive]

Duration: 10

DPS: 1/2/3

 

Option 2: Stackable [Active]

Target Duration: 15

DPS: 3/4.5/6

Self Duration: 10/20/30 seconds

AM: 70

 

Option 3: Nonstackable [Passive]

Duration: 15

DPS: 15/22.5/30 

on Aug 10, 2009

Oh peice of info I am not changing an ability from passive to active of vice vesa in my mod at all. Passives remain passives and actives actives. That's that.

on Aug 10, 2009

I'd prefer not to, but the only real thing to do with Scramble Bombers is to make it into a mini-anima tempest. Just doesn't fit, nor do I like re-using the same ability.

If the majority of the community likes that though, I'd just change it back.

 

on Aug 10, 2009

Darvin3


Adept Drone Anima + Anima Tempest + The Rapture's ability= a second advent holy trinity...


Congrats, you just gave up either free strike craft supremacy (TK push) or a massive damage buff to all your frigates (amplification aura) to gain... at best fifty-five extra strike craft.  That's five and a half squads worth.  Plus 30% you got 8 squads.  That's less than buying three extra drone hosts.  Second holy trinity indeed...

I find you're better off saving your antimatter for telekinetic push than using anima tempest and your skills points are completely wasted on adept drone anima.  Moreover, keeping the Halcyon under the effect of concentration doesn't work in practice.  The Rapture will most likely want to stay with your carriers, while the Halcyon will want to stay with your illuminators.  If they ever go separate ways, so do the Halcyon and Rapture.

*sighs* I did not advocate getting adept drone anima over the halycon's other abilites at lower levels, much like you wouldn't pick animosity as a radiance's first ability early in the game. My point was that they have uses and can be VERY powerful when used correctly.

move the halycon next to carriers and rapture, easiest micro in the world

on Aug 10, 2009

Well, thanks for using my idea.  Now that is resolved, I'll talk about the other things.

 

First off, I would like to see a boost in Gauss Cannon's damage.  Change it from 300/550/800 to 300/600/900.  That would be a slight buff without overdoing it.  Also, could you have the AM cost be 75/70/65 so it is more efficient as it goes higher.

Next...  About your buff to the Kortul...  You do realize that reducing the cooldown by 100% would cause the game to fire an infinite amount as the cooldown would be 0?  Doing so would yield an indefinite do-while loop which is synonymous with lock/crash.  The cooldown decrease increases damage exponentially.  Decreasing CD by say, 10% increases damage by say, 5%.  70% is about the break-even point.  Beyond 90%, it increases at a vastly accelerated rate.  If you decreased the cooldown by 99% you could multiply damage many times.  I'd say the max you could go is 90-92%.  Anything beyond that is going to make the Kortul a fleet shredder.

For the Nano nerf, I think you went a little too far...  Have the armor debuff be 1/3/5.  It is still lower overall, but not by much...

on Aug 10, 2009

You do realize that reducing the cooldown by 100% would cause the game to fire an infinite amount as the cooldown would be 0?
Whoops. Meant to change that at some point and forgot about 2 seconds later.

Anyways, how would the nano-nerf be over-doing it? It'd still kill most frigates in one shot.

 

on Aug 10, 2009

*sighs* I did not advocate getting adept drone anima over the halycon's other abilites at lower levels, much like you wouldn't pick animosity as a radiance's first ability early in the game. My point was that they have uses and can be VERY powerful when used correctly.

move the halycon next to carriers and rapture, easiest micro in the world

My point was that it's absurd to call this the second holy trinity.  It's not easily accessible, it's not particularly powerful, it's not even worth keeping these capital ships together if their other benefits will be lost in doing so.  Yes, it's easy to keep them together, but my point was that the benefit isn't good enough to merit keeping them together.

Best case scenario is 8 * 3 extra strike craft for adept anima.  That's just under three extra squads, effectively one extra drone host.  That's best case scenario for a level 3 ability, which as far as I'm concerned is pathetic.  It requires a high level capital ship, and the ability is still heavily overshadowed by the other choices on the Halcyon.  This is why I recommended an overhaul to make it more useful for lower level capital ships.  It's not interesting when you have one "default" skill combination.

on Aug 10, 2009

Well, that and the fact that you are only talking about two ships, so this would be the Holy Duo?  So...

on Aug 11, 2009

I like most changes except for those for the Marauder. This ship looks fine on paper but it is only useful once every 20th game. Its abilities need to be redesigned to make them more useful more often.

 

Subversion should simply prevent anything from being built at that planet. Maybe all enemy SBs in the grav-well should be sabotaged so that they receive a small amount of damage and are briefly disabled.

Also, disintegration is not fine. It should ignore shields and/or shield mitigation. It is a channelled ability and it is slow so it should pack a big punch.

on Aug 11, 2009

I'm with Juletron on this.  You may have to nerf the damage a bit, but it really should deal damage straight to the hull.

on Aug 11, 2009

Iirc, a 100% debuff like in Subversion halves the buildrate, and 150% quarters it, correct? So 200% would stop it entirely?

 

on Aug 11, 2009

I don't think so. I'm going out on a limb, but I think the way it works is like this. The formula is (100)/(100+X) where X is percentage. So 100% gives a build rate at half the normal build rate. 200 gives 1/3 the build rate. 450 (which is the highest I think you can go) puts it at a little less than 20% of the normal build rate.

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