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 4)
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on Aug 19, 2009

Well, not one shot of course. But quite powerful.

 

on Aug 19, 2009

Maybe one ability worth considering that you haven't yet is the Kol's Gauss Cannon.  The ability is somewhat lackluster compared to other direct damage abilities, and its only redeeming feature is that low cooldown.  It basically requires flux field to be of any use whatsoever.

on Aug 19, 2009

Maybe one ability worth considering that you haven't yet is the Kol's Gauss Cannon. The ability is somewhat lackluster compared to other direct damage abilities, and its only redeeming feature is that low cooldown. It basically requires flux field to be of any use whatsoever.
I haven't really checked this ability inside out, but before buffing it into nano-disassembler levels one has to take into consideration that this ability is located on the most immovable brick in the game. The egg is relatively squichy, has low shields, low armor and a very low health increment per level, even though it start with many hit points.
If nano was on a ship as tough as a Kol...
I'm not saying it's ok. It may need buffing.
But it should not be a BOOM HEADSHOT   railgun of dhoom mounted on the hardest to kill object in the game.

I would say - make it a low DMG, low AM, low cooldown ability that can just be spammed along with adaptive forcefield, making it do some respectable damage to a single target while still staying tough. Again, that's how I think it should look like... I'm not really sure how it exactly fares right now.

on Aug 19, 2009

I'm out-voted, I guess. Stuck it in. Personally though, mine'll be mounting one with:

500/1000/1500 damage, 100/110/120 AM, and 20/22/24 CD.

 

on Aug 19, 2009

pretty nice changes. I'd also have liked the high dmg, high cd grg, but it might be too powerful.

I also though: should the antorak get immunity from the starbases jump destebalisation? it would accentuate its role as a fast strike and return vessel and unless it takes support craft with it (which would not benefit from this anyway), I don't think it would be too overpowered, it's not like this thing is a dmg dealer nightmare. still, the combination of relatively easy bypass and planet damaging weapon and the portable phase gate could be pretty dangerous. would be more of an incentive to buy it, though, no? any thoughts?

on Aug 19, 2009

pretty nice changes. I'd also have liked the high dmg, high cd grg, but it might be too powerful.

I also though: should the antorak get immunity from the starbases jump destebalisation? it would accentuate its role as a fast strike and return vessel and unless it takes support craft with it (which would not benefit from this anyway), I don't think it would be too overpowered, it's not like this thing is a dmg dealer nightmare. still, the combination of relatively easy bypass and planet damaging weapon and the portable phase gate could be pretty dangerous. would be more of an incentive to buy it, though, no? any thoughts?
Headshot baby.

Antorak is the only cap ship in the game built around being all guerilla surprise attacks and stuff.
Bypassing Starbases' jump destabilization is a PERFECT ability for this ship.

It may not ignore it completely, but I suppose you could add this to Distort Gravity:

Reduces life loss due to Phase Destabilization by 33/66/100% (meaning 2/3 , 1/3 or no damage taken)
Reduces antimatter loss due to phase jumping by 20/40/60% (meaning that with Distort Gravity active you would lose 20/40/60% less antimatter when phase jumping and it would also save 20/40/60% antimatter a Destabilization would take away).

Great idea, shadow.

I think that it shouldn't be Antorak-only, though. A lone Marauder can't do much anyway as long as it cannot hurt the enemy econ directly (embargo would be great for this ship). The suggested changes for subversion don't help much, antorak still won't hurt anything (it would still take days to kill a planet with that antorak and no economy would take a big hit from losing a few citizens).
Phase stabilization is good as it is, being immune to phase destabilization (lol) would not help much - antorak restores antimatter fastest among all Vasari caps.

I believe Antorak should be well suited to helping his fleet maneuver efficiently in enemy territory. Alone it cannot do much.

on Aug 19, 2009

@Kitkun:

You do realize that that thing would overpower CB right?  I mean, that thing is WAY more efficient than CB.  Sure, it deals 10% less damage, but it requires 33% less AM than CB does.

So... No...  Cool though, but you have to make the AM cost higher if you are going to do that as well as CD...

 

Or you could always keep the damage we have now and make it spammable...  I suppose doing that would make FF not do much, so you may want to try the super-heavy gun...  I still say have it be something like: 500/1000/1500.  Don't go over 1500 as you are entering the realm of CB MB and Disintegration.  Don't go there...

on Aug 19, 2009

nice to hear my idea is positively reflected.

about the GRG and CB: what about the dmg going something like 500/1000/1500 but also with increasing cooldown and am cost? with the highest level being somewhat closer to CB?

dmg. 500 - 1000 - 1500

am 75 - 110- 150

CD 20 - 35 - 45

(rough values)

even with the synergy from FF you couldn't fire it all the time  due to CD and it does only do dmg to a single target.

on Aug 19, 2009

If you'll notice, I added a different GRG to the OP. (Also edited the one I made for my ship.)

I like the Antorak with those suggestions, though I'd reduce the dureation again and weaken the PJI negation at lower levels to compensate for the huge effects of the new ability.

Of course, I can't actually make any of those changes, but that's for the other thread.

 

on Aug 19, 2009

Actually, I disagree with the suggested fix with Scramble Bombers on the Antorak. I'll explain why.

TEC have two anti-channelling abilities. Magnetize (ok, it's bugged a little, it doesn't stop an ability mid-use), and Ion Bolt.

The Advent have two anti-channelling abilities too. Reverie on the Revelation and Antimatter bomb on the Radiance.

Vasari at the moment has only 1. Phase Out Hull on the Marauder. I'd like Scramble bombers to be some sort of "kamikaze" bombers, or "disabling" bombers that when it hits the enemy it either sacrifices itself or damages with special nanites respectively. This will disable an enemy cap. 

I propose this because Vasari is on the short end of the stick for countering MB. Phase out hull is easily the worst of all the abilities I've mentioned (you can't attack it after you do the ability). When I'm TEC, I KNOW a Marauder is coming out for the Vasari player if he wants to live, so I focus fire everything I have outside of the marza to get the marauder first, or I'll just wait for the ship to waste its small amount of antimatter stores, or hell, I'll just hit it with an EMP blast from the Dunov.

We know scramble bombers needs a re-work. Why not kill 2 birds with one stone? 

That's the direction I'd go. 

on Aug 19, 2009

should detonate anitmatter reduce antimatter reserves? i think, logically, it makes sense, and i don't think it would become OP if it was, say 5 AM/s, for 50 total i think

on Aug 19, 2009

I'll just wait for the ship to waste its small amount of antimatter stores
Actually, Antorak has the best AM pool of all Vasari ships.

on Aug 19, 2009

N3rull

I'll just wait for the ship to waste its small amount of antimatter stores

Actually, Antorak has the best AM pool of all Vasari ships.

 

Irony, in its prime and perfect form. LOL

 

Sigh, poor Antorak.

on Aug 19, 2009

Irony, in its prime and perfect form. LOL



Sigh, poor Antorak.

i'm slightly confused. the antorak DOES have the best antimatter reserves of the vasari, as do the dunov and the rapture for the TEC and Advent, respectively.

on Aug 19, 2009

If you want to compare gauss cannon to nanos, it'll be a little difficult.  Gauss is instant damage, nanos is damage over time.  You can't use nanos twice in a row on the same target (it won't stack) but you can use it on multiple targets to have its DoT effect on several. 

However, if you want to look at the maximum damage potential of gauss cannon compared to nanos on a single target, that's doable.

Nanos damage per second is very obvious and easy to calculate.  It deals 30 damage per second at all levels, which is shield bypass damage.

Presuming 66% mitigation (but not counting armour), gauss cannon level 3 deals an effective 266 damage per shot, and shoots once every six seconds.  This comes out to 44 damage per second.  So ignoring antimatter costs, armour, the fact that the egg can affect multiple targets simultaneously, the armour debuff of nanos, and the shield bypass property of nanos, gauss cannon is slightly better at level 3.  Of course, even ignoring all these factors that are strongly in the favour of nanos, the average DPS of a direct damage ability being used constantly should outclass a damage over time ability that doesn't need to be used constantly (and indeed can be used on multiple targets simultaneously. 

Now, with Kitkun's changes gauss cannon level 3 would deal 66 DPS at a slightly high antimatter cost (the ability has to be used more often, negating the antimatter cost reduction buff).  This is only double the DPS of nanos, but it costs ludicrously more antimatter, must be constantly fired at the same target (egg can retreat after using it or fire at multiple targets), doesn't have a debuff, and has to get through shields first.

 

Personally, I think gauss cannon should keep its current cooldown and antimatter costs, and move to  550 / 1000 / 1400 damage, or somewhere in that neighbourhood.  Using my prior methodology, the DPS of level 3 gauss cannon would be 77, only moderately higher than Kitkun's current values.  This would be roughly 2.5 times the damage output of nanos, but without the many other advantages nanos offers.  However, constantly barraging a target with gauss cannon costs over 6 times as much antimatter as simply hitting it with nanos.  So, 2.5 times the damage for 6 times the antimatter, none of the many other benefits associated with nanos.  In other words, I think nanos is still much stronger than this powerful ability I've suggested.

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