Quirks, Irks, and Things that Bother Me TAKE FOUR

First off, I know Deciever has a post with a list of fixes the community is voicing together to have fixed. I applaud his effort, but this post is more of a rant, a run down of just little things that as I've played, things that have annoyed or confused me.

TAKE FOUR

For a third round of redunancy: REPULSE

I still can not stress how much this needs to be addressed.

The Overseer

It needs a 360 degree firing arc like the repair bots on the hoshiko. Also, why is this thing tier 4? Advent get guardians at tier 3. TEC get hoshikos at tier 3. Vasari get their first support cruiser at tier 4. That aint fair. I have to spend the money on another lab AND extra money on the tech for a somewhat less effective version of the hoshiko? Bull.

Also, the tier 4 and 5 abilities on this ship are laughable. Unless that 50% extra jump time gives you enough time to take out a specific target (PJI or a lightly upgraded starbase), it's useless. So you can see them jumping in? OOOOOOO boy, that's exciting. Never mind the econ tree techs where I can see 1, 2 jumps, and then EVERYTHING at tier 8. The 2 jumps is probably a bit more accurate. It's a bit cheaper in total and in the end probalby a better overall option than the overseer if you wanna see what ur opponent's doing.

Strikecraft cost no $$$ to replace

This one irks me a lot. My opponent can jump in with 10 carriers, 30 squads of fighters, take out whatever he can of my lrf's/bombers/scouts/whatever, then jump out, and replenish his losses at NO COST. Meanwhile I must pay to replace the frigs I lost. Bull. Strikecraft shouldn't be ridiculously expensive. No, then they'd be useless, but right now, i don't like the system.

 

If I could have my way I'd:

1. I'd lower the health and shields of all lrfs as they stand by 10%. I've never understood why these units are so tough. From the description you see in game, these are supposed to be like archers. They do a lot of damage at a longer range, but are very weak and frail, so can easily be destroyed by something that gets up close. As it stands Illums on paper look as strong if not stronger than Enforcers, and LRMs + Assailants are fleets that are so tough that they can just make enemy siege frigates go *pop*.

Lrf's will still crush light frigs, but you'd actually be able to counter lrfs now. Maybe. I don't know if 10% would be enough, but considering I'm already suggesting to nerf the Illum, a 10% additional nerf is appropriate.

1a. If 1 does or doesn't happen, I'd lower the Illum health by 100 and the armor by one. Illums have the best health and shields of the lrfs. Shields yes. Health should be worst. Also, LRFs need a slight nerf in shields and assailants need a slight buff in shields for balance of the lrfs.

In order for shields from toughtest to worst it should be advent, vasari, tec.

In order for health from toughest to worst it should be tec, vasari, advent.

2. Because of the fix I propose in 1a, I'd probably have to nerf flak. Flak already can just barely beat lrfs. With that fix, Flak would now crush lrfs and fighters. To fix this, I'd lower the multiplier against light armor by either 25% or 50%. I'm leaning towards 25%. Flak wouldn't be as effective against bombers anymore, but then again, you're not supposed to use flak on bombers anyway. Still, perhaps the hit % could be upped on bombers. In theory, bombers move slower and wouldn't be as hard to hit (Battle of Midway and the torpedo bombers anyone?), so giving a 100% hit rate against bombers would help offset the damage reduction I'm proposing against bombers.

3. I'd upp the anti-heavy armor bonus that light frigs get by 25%.

4. Leave flak as is against fighters. Something needs to be able to crush fighters. This is the only thing that counters them. Fighters are made for free and at the cost of antimatter. Something has to be able to do it. Perhaps nerf flak slightly, but do it too hard and carrier spam will become popular again.

5. Up repulses cost for antimatter per second to 12-15 antimatter per second.

My main point is #1. I realize that to do that fix, this game would need a series of rebalances, but then again, the game isn't exactly balanced as is (as exemplified by the fact that no one uses light frigs). I've never understood why lrf's are so tough. When the devs saw the Illum was weak way back in 1.03 or 1.04, whatever it was, they didn't bring the other lrfs down to it. No. They brought the Illum up. Up so far it crushes just about anything. I'm going to be testing to see if that anything includes enforcers.

TAKE THREE

For a second round of redunancy: REPULSE

If there was a way to force the guardian to stay and not break the "channeling ability", it'd be fine. One use of repulse would take 210 antimatter. As is the unit can break the channel at any time and save 150 100 antimatter ish and 7-8 can fire indefinitely. So....

IT STILL NEEDS FIXING

The Random Map Generator use of "Random - any"

Go to the map creator. You'll notice that there is a planet type called "Random - any". I think this is overly used in the random map generator. This is where the complete randomness of the maps come from and is the source of my hatred for about 20% of the maps we play. Anything can end up here, and what you see is that by having too many randoms, people can get boned by the map and not have any planets or neutrals near them.

Clarification - Vasari Starbase

I want to revise my sentiment here. I think the construction rate of this should be the same as Advent and TEC starbases, and that in enemy grav wells it should get a -25% build rate penalty. Maybe 50%. What I'd really like is to have the armor taken away from it while being constructed. Why is a target that's under construction getting the full defensatory bonus it would get only if fully up and running?

 

TAKE TWO

For redunancy: REPULSE

Its still pisses me off.

The Vasari In General

Anyone else notice that with Vasari you're crossing your fingers for neutrals? This race is a gamble to pick in my mind, because how effective you are is pretty much linked to how many neutrals you find. Assailants are weak and only good at taking out capital ships. The enforcer is the worst HC. The Skirmisher does 10 dps, as much as a cobalt, but still takes up 2 extra ship slots. The Scout is the worst for combat purposes. You need the $$$ to offset this loss, and if there aren't neutrals, your job gets a lot tougher.

Add in the wrench of the starbase. This thing to me is a gigantic glorified frigate. The Vasari frigates aren't strong enough. The starbase is too strong and too easy to tech. You can't use Ogrovs against it as effectively cause they gotta move...stopping them from firing. Guess my biggest quarrel is how effective they are early game. The only thing that can have a prayer to fight off a starbase in the first 20 min is Advent bombers (because tier 2), or long range frigates. That's it. They are too tough and construct too quickly in enemy grav wells.

Quick construction in friendly grav wells? Absolutely. In enemy grav wells? Cut it to half the rate of the construction a TEC or Advent one. It's too powerful otherwise in early games.

One Phase Lane Homeworld Starts

This actually is very VERY disadvantageous and needs to be addressed in the random map generator. For lack of better words, getting boned by the map aint right. Getting a ton of magnetic clouds and neutrals instead of planets is one thing. Having fewer phase hurts in two ways. First, you lose tactical options. Instead of expanding in one of several directions, you can only expand in one way....which sucks. Second, your eco is hurt. Badly. Essentially you're eco takes a 10% hit because instead of having 90% and 80% allegiance planets, you get 80% and 70% allegiance planets because everything is now further from your homeworld.

Randomness of Neutrals

Two things with this. 1, I'm sick of maps that are completely loaded with neutrals. The only way you can hand the Vasari a game even more is to hand them a stuffed human (normal or with psionic ability) with an apple in its mouth. In the random map generator, I'd like it if fewer planets were completely random and could instead be set to be.....sound the trumpets....planets. Don't take away all the neutrals, but sometimes there are just simply too many.

2. There can be anywhere from 0-3 neutrals in a grav well. That's a bit lopsided don't you think? I realize most times maps randomize and actually stay pretty fair, but about 25% of the time it feels like my opponent has 3 grav wells with 3 neutrals per well, and meanwhile I've got three magnetic clouds all saying "Screw You Amish Guy".

No Allegiance on Neutrals

There is no allegiance on neutrals......yeah...that makes sense. Ok, maybe playing all fast in multiplayer screws with this perspective. It seems neutrals either are nonexistent or completely give the game to a player. I'd really like to see them reworked. You could lower their income or up their income but give them an allegiance factor. Either way, I know I don't like what the game has now. I've had a map with Vasari where I had 21 metal per second without taking  single lava planet or buildng a single refinery. It aint right. Just plain wrong.

Magnetic Clouds

Have you guys ever actually fought in a Magnetic Cloud? I know I haven't. Taking a fight here is an act of desperation rather than an act of tactics. I don't think I've ever had the opportunity to fight an Advent in a magnetic cloud. He just jumps out and waits for me elsewhere so he can use his abilities. As of the moment, Magnetic Clouds are nothing more than glorified space wasters that just add more time for your scouts to explore. You shouldn't be happy if you see these within the first 2 jumps of ur homeworld. It aint fun.

 2 mine Ices and Lavas

Ever had that night where you're playing sins and the map just doesn't wanna give you a break? Not only are you boned by the map, but you also get to expand to a lava that has.....TWO mines!

I like the randomness of mines on planets. I do. 2-3 on Terrans and Deserts makes sense. These planets offer more population, so the emphasis here isn't minerals. It's credit income. Especially with the extra logistic slots.

I don't get why Lavas and Ices can have from 2-4. It should be 3-4. The WHOLE POINT of an ice or lava is to get extra income of ONE type of mineral. I can not tell you the number of times games get more frustrating because I have 3 of these 2 mine suckers, and meanwhile my opponent has a lava and an ice with 4 mines a piece. It's like being a he man taking a pitchfork to the back of the head but the pitchfork doesn't do brain damage. You're just gonna keep going and try to muscle through it, but in the back of your head, something aint right.

Take One

The Uselessness of Light Frigates

I'm probably not giving anyone a revelation with this one, but thanks to long range frigates, light frigs can't get anywhere near support crusiers to do their job. Really, if you think about it, the only time it would ever make sense to make a large contingent of light frigs in your fleet is if your opponent spammed flak. Even then, the damage multiplier LF's get against heavy armor is only +50%, which just isn't enough for the meaty flak and all of it's health. I'd like the multiplier to be increased to something in the ballpark of 200% at least, maybe even higher. Seriously. Right now if you see someone making a ton of cobalts, you just laugh.

The way it should be is you see light frigs coming for your support cruisers and ur reaction is "Oh Crap, get them out of there"

The OP of Repulse

Not going into detail, as it's not news. I'd like light frig abilities to outrange repulse. That'd help....a little. You could fix repulse by either upping the delay between uses (to say....like 30 seconds to a minute), or by upping the antimatter costs. Personally, I'd like the latter so someone can't abuse it insanely, but either'd work.

The OP of Illums

Not going into detail either. It's not news.

  Hull Armor Shields Damage Ship Slots used
Kodiaks 6300 5 3600 108 60
Crusaders 4650 4 4950 114 60
Enforcers 5875 4 3500 100 60
Illum 6200 2 5500 166 60
Assailant 6000 2 3600 130 60
LRM 7000 1 4200 165 60

What I don't grasp here is why the Illum's health is so high. It should be TEC health = highests, Vasari Middle Man, Advent third. This is the theme of the races that sets them apart. For some reason though, the Illum's health is very very high. It should be around 5000 for 10 illums, or 500 health for each Illum. That might help some of the problems with Illums. The DPS is ok. It should be the highest for all the races considering it's Tier 3. It should not have 620 health and 2 armor. It should be lowered to 500 health and 1 armor. That'd help with balance.

Assailant Weakness

On a related subject, why is the assailant the worst for shields overall? Shouldn't that be TEC?

Starbase Spamming

This is a wierd wierd phenomenon I've seen. You typically see this on 5v5 maps where there are 3-5 allies bunched on one side of the map and the feeder has all the time in the world to get a monster eco going. This person, instead of getting a fleet, will put a starbase at EACH and EVERY system, including neutral sites, and support purely with econ and starbases at each planet. Oh, and they'll probably mix in the superweapons.

I figured out this is something that a large contingent of bombers can cure, but it's just wierd to see. You spend all your money on a "fleet" of stuff that either can't move (TEC/Advent), or is stuck in one system (Vasari). Ok, with the TEC, each starbase gets red button, so any one starbase can destroy a fleet, and Advent get meteor and Mass Disorient, so that's nasty too. For the record, I get why it's not a bad idea. You keep a high eco and your empire is well defended with strong buildings. I get it.

I just liked it better back in vanilla where my fleet could just keep rolling on through cause aint no one gonna stop me. Just nostalgia I guess.

The Enforcer/Skirmisher Nerf

Each of these ships gets reintegration. In exhange for this though, the devs nerfed the damage these do. JJ has already shown that the enforcer is the relatively weakest HC. I say the enforcer get's reintegration, so it makes the issue "fuzzy". What I don't get is why the skirmisher does 10 dps and the enforcer does 20. The enforcer should arguably be doing 24 dps, but I think I like the idea of 22 better.

The skirmisher takes up 7 ship slots and does 10 dps. The Cobalt takes up 5 and 10 dps. The disciple takes up 4 and does 8 dps. The pattern is 2 dps per ship slot. So why does the skirmisher only do 10 dps? I know it gets reintegration, so giving it 14 dps would be unfair, but jesus, a 30% nerf in damage to compensate for reintegration is excessive. I'd like to see it upped to 12 dps.

The Advent Culture Cannon

This superweapon is just overall odd. Vasari and TEC superweapons are direct and to the point. 2 Novalith shots take out 1 planet. The Kotsura cannon, although expensive, requires no pre-research to get and gets a discount with slave labor, and with 3-4 you can disamantle enemy fleets, plus, it opens up a phase lane for phase stabilizers. Sounds good to me.

The way I think it could work is if the culture would last a little longer. I think the right amount of time would be so that I could fire at the area, fire somewhere else, and then fire there again, and the culture from the first shot would still be there when the third shot got there. That'd help because then your opponents would ACTUALLY be forced to do something about the culture cannon. As of the moment, it's too easy to just get media hubs and spread a few more than you usually would around your empire to counter it.

Fighter Futility

Flak are very strong against them. So strong to the point that I'd say that this counter is just as strong as using lrf's against lf's. If light frigs could dismantle flak quickly, we might have a solution, but at the moment, it's reeeally hard to make an arguement for fighters when you're going to lose them so quickly to flak. Upping the antimatter regen rate of the carriers might help with this. (just a suggestion)

The Wave Tree

Why are these upgrades at tier 4,5, and 7? Why? They need to be waaaaay lower. Tier 2,4, and 5 respectively.

The Capital Colonizing Bonus for TEC and Vasari

The Vasari bonus seems a little iffy. 20% faster build for some time. 20? Just 20? Advent get 20% discount per level, and the vasari just quicker build times? This might help for rushing, but this needs to be a bit more drastic than that. I'd say go a minimum up to 50%. Up the build rate and how long it lasts with the up of colonize. At the moment, there's absolutely no incentive to bother with level 2 colonize until the egg reaches level 9.

The TEC bonus perplexes me even more. The bonus is 0,1,2 extractors built for free. So no bonus at level 1 for TEC? That seems a bit unfair. Shouldn't it be something like 1,2,3. What I'd like is for it to be 1, 2, 4.

Terran Upgrade is linked to Desert Upgrade for Advent

Tier 1, you must tech desert before you tech terran. Why? The Vasari are ALIENS and can up their terran pop % at level 1.

Culture Killing Rate

I think my beef here is that you up your own % by .10%/s, but only take down your enemy by .07%/s max. I'd like for the two values to be the same.

Quick Start in Online Matches

This might be nostalgia talking, but I don't like quick start. Like, at all. I know, quick start takes probably about 15-20 minutes out the game, but that's what made rushing so annoying now, and has brought Illums to the forefront of being OP.

What I miss is that you could build 3 scouts, have them explore, and you'd actually have about a 10 min warning of if your opponent is rushing. Now....you just know your opponent is gonna be rushing if he's at least slightly experienced. Takes the fun out of the game when you can't go out and get some planets before the big fight.

Just miss the olden days. That's all.

 

 

That's all I got for now.

 

 

 

71,795 views 167 replies
Reply #1 Top

Yeah, I agree with 99% of your points, but after all it's just a rant and summary of what's already been pointed out. The only thing I disagree on is quick start. For one thing it just builds those buildings everyone (and I do mean everyone) would've gotten first anyway. And in addition to that you could just disable it and see if enough people agree with you. Like...name the game "4v4 - no quick start". But forcing everyone to go along with you would be somewhat...weird ^_^

Reply #2 Top

The Uselessness of Light Frigates

Couldn't agree more.  These units need serious help, although I don't think buffing their damage multipliers sky high is the right way to do it.  If there's one thing the carrier-masser proved a couple versions back, it's that if there aren't enough LRF on the field, then LF actually can do their job properly.  I think the problem is just that LRF are killing them too quickly.

I see two solutions to this.  The first is to lower the damage multiplier LRF get against LF; fairly simple, LRF are no longer a hard counter to LF, just a soft one.  This makes sense since the LF is already gives you the worst balance of durability and damage for the amount you invest in it of any combat frigate, so it doesn't really need a hard counter. 

The second solution I see is to buff their mobility and then make mobility in general more valuable.  As I've said before, the problem is that it's too easy to bunch up a tight group of LRF and Flak.  Fighters can't get to the LRF because there's too much flak, LF can't get to the flaks because there's too much LRF.  If we had a good way to break up these tight formations, then the mobility of LF and strike craft would suddenly become incredibly valuable and they'd be much more capable of hunting down these more dispersed enemies.

The OP of Repulse


Repulse is absolutely crazy. Totally in agreement.

The OP of illums

I'm still not convinced whether illums are really excessively powerful, or whether the problem is that LRF is too powerful in the current build and Advent just happens to have the strongest LRF.  Everyone's strategy is basically a "battleball", lots of flak and LRF in a tight space shooting it up, and Advent have the best capital ships and support cruiser to enhance this strategy.  So again, I think part of the problem is that everyone is keeping their forces in very tight groups and Advent are the best equipped for these dense formation battles. 

Assailant Weakness

Assailants and nanos go hand in hand; you talk about one, you have to talk about the other.  I think nanos has been in need of a nerf for a long time, but if assailants got a general buff to put them more on par with the other factions' LRF then this would be a great trade-off to balance out the Vasari faction.  Hopefully once nanos gets its nerf we'll see more of the other Vasari capital ships.

Starbase Spamming

I've been doing this quite a bit against the AI, although I don't like doing it against players.  I'll agree it's very weird and probably needs to be addressed.

Enforcer/Skirmisher

Vasari right now is just all about phase missiles.  It'd be nice to see these other units get some much needed help.

Fighter Futility

Again, the problem is that it's way too easy to keep your fleet in a very tight formation so all your flaks are together.  I go back to what I said about the LF:  make mobility more valuable by adding a mechanic to break up and disperse fleets, and fighters will accordingly become more powerful as well.

The Wave Tree

Unless some awesome unit that justifies these high tech positions for this tree comes out in the next expansion, there's just no reason for it to occupy those high tech levels. 

The Capital Colonizing Bonus of TEC and Vasari

Agreed; both TEC and Vasari colonization abilities pale in comparison to the Advent's, although mind you I think part of the problem is that the Advent's one is absolutely insane.

Terran Upgrade Linked to Desert for Advent

Eh?  I think you're splitting hairs now.  There are lots of silly quirks in every tech tree.  Vasari don't even have a desert planet population booster, which is a situational weakness on maps with desert homes.  Advent at least have both, even if the Terran one requires a potentially superfluous prerequisite.

If you're going to complain about anything in the Advent civvy tech tree, it'd have to be resource focus.

Quick Start in Online Matches

Well, you can turn it off. 
Reply #3 Top

Lol, it is a rant. Rant = splitting hairs

My response to the last point is no one online wants to play without quick start.

Reply #4 Top


The Uselessness of Light Frigates

I agree completely on this point.  Particularly the point about the damage multiplier.  If LF's were more effective offensively then they'd actually get used.  Particularly they need help against flaks but I don't see how it would hurt to up their damage via the multiplier to hurt support cruisers and carriers too.

The OP of Repulse

This might actually be cleared up somewhat by a buff to light frigates, particularly if light frigates were given some immunity to it.  The problem with repulse is that by it's very nature it'll be a very hard ability to balance such that it's both useful yet still counterable.

The OP of Illums

There's no question they are OP but it's in part due to the coupling with repulse and the complete ineffectiveness of fighters.  However, I don't think changing there hull values would help much except versus assailants.   Coupled with a progentior and guardians as they typically are the shield often don't even complete drop unless one is taking seriously focused fire.


Assailant Weakness

I think the assailant is honestly fine, it just doesn't shine when compared to illums because they are so damn strong.  Seems par for the course when compared with Javelis LRMs if not better due to phase missile upgrades.  For a tier 1 ship assailants are excellent and typically that's all most Vasari players spam in the early game anyway.  If it was really bad they wouldn't.

Starbase Spamming

This is mainly only a problem with Vasari since their base is available very early in the tech tree and it's mobility makes it *lethal* particularly as they can pop em up before you can have sufficient fleet to down them during the construction phase.  A couple solutions might be to make the starbase just move a lot slower (still mobile just much slower) so that an attacking fleet doesn't constantly have to running at full bore just to escape it.  Additionally, perhaps move it later in the tech tree or require later tech tree upgrades to have as much survivability as it does when under construction.  This could be tied to the starbase construction speed tech, maybe making it apply to vasari starbase construction in all wells, slowing base construction down for friendly wells.  Or even reducing it's base armor by 4 to be regained once the rapid consruction tech is researched 2 at a time.  Again the main concern is their early game abuse.   Advent and TEC starbases don't really have this problem as they can be pre-scouted and bypassed or sat out of range until bombers/antistructure cruiser finish them (with the notable exception of star grav wells).

The Enforcer/Skirmisher Nerf

Both of these need a buff, reintegration is of dubious value particularly given that time/money must be spent researching it and focus fire will still demolish these ships regardless of it's use.


The Advent Culture Cannon

Teh culture cannon is definitely the least attractive of the superweapons but the 25% damage buff it imparts on your ships can be nothing short of amazing in a pitched fleet battle particularly given the general superiority of late game advent fleets.  I'm not sure a fix is really necessary here.   Sure the culture aspect can be countered with broadcast centers at cost of logistics and funds but the same can be said for the Novalith (Just upgrade government on a starbase and you can't lose the planet and all that really lost is some tax income).  The Kostura is really the ridiculously good one as creating a phase lane at will to any enemy planet makes defense a nightmare.  Particularly on larger maps.

Fighter Futility

Again, a light frigate buff could go a long way to solving this issue.  Unnerfing the build rates/antimatter regen of carriers could help too but it would all require extensive testing to achieve a balance point as carriers can rapidly become too powerful.


The Wave Tree

I don't see why this matters much.  The only mass produced ship this effects is the enforcer and you have to go deep military labs to get those anyway.


The Capital Colonizing Bonus for TEC and Vasari

Agreed on this point, advent have the only cap colonize that's really good.  The fact that TEC has no bonus whatsoever at level one is laughable.


Terran Upgrade is linked to Desert Upgrade for Advent

Not sure this really matters, personally I don't think the planet pop upgrades have much of an effect till late game.  They generally don't seem to be worth the early game cost to your economy just to get a little more tax out of your homeworld.  Anyone calculate how long it takes one planet to recoup the research cost of these techs?


Culture Killing Rate


Disagree here, I think culture is fine.  Personally, it feels like it has the right amount of effect on current games if it were more powerful offensively I think we'd see too many games decided by culture (which is arguably the most boring and unentertaining way to lose not to mention lacking much effort.


Quick Start in Online Matches

Quick start may be the single best feature to entrenchment.  I think it even helps balance quite a bit too as vasari get too much of an econ edge from scouts grabbing neutrals in vanilla sins.  It's a toggle so if you don't like it just turn it off.  The ICO playerbase being too small to find games without it is a separate issue.

Reply #5 Top

Unless some awesome unit that justifies these high tech positions for this tree comes out in the next expansion, there's just no reason for it to occupy those high tech levels.  

 

Well... I still like this idea...

 

Vasari Jakosul Annihilator (tech level 3)

The Jakosul has a specialized attack; it can target any number of enemies simultaneously with its basic attack (wave  attack type, of course), but they must be within its firing arc and between its minimum and maximum range.  Consider it like a cone version of missile barrage (with correspondingly reduced damage and a minimum range).   It doesn't begin with a special ability, unlike the other artillery cruisers, but appears earlier in the tech tree.  It should have a researchable ability, but I'm not sure what that should be.

 

This would give wave cannons a purpose for once.  I like it.  By the way, would you mind if I used this idea in a mod I'm making?

 

Reply #6 Top

You do get that these are little things? Some of these things are just little buggers that really have no effect on the game. I'm just anal and wonder why it is the way it is.

Point 1: There is no reason for wave damage bonus to be tier 4,5,7. NONE. This makes enforcers...which are already unattractive to begin with, even more unattractive. You'll never win the upgrade battle.

Point 2: You can't just bypass the starbases if someone spams them. You lose hull with each jump, and if it's tec, ur going to lose 50% instead of 30%. You have to spend time taking out each and every damn starbase. The best starbase spam is actually the TEC starbase, not the Vasari. Yes it moves, but it doesn't bring an op ability like meteor storm or red button with it. The TEC base brings the ability to destroy an entire fleet AND take -50% health. Translation, only bombers/ogrovs can destory them, and you have to destroy it. What's really bastardly is to put a novalith BESIDE the starbase.

Point 3: Figuring out the proper fighter balance is the dev's job. Hopefully, they figure it out.

Point 4: Addressing Illums and Assailants. There is a distinct theme among the races to keep them varied. The theme is TEC has great health and armor, bad shields. Advent has great shields, bad health and armor. Vasari is the middle man in each category. The Illum, though, doesn't follow the trend. Neither does the Assailant.

PLUS: LRM vs Illum isn't as losing a battle as you'd think. They do better than Assailants, that's for sure.

Take a look at the current Illum stats and compare them to Kodiaks. Kodiaks should be able to counter Illums yes? Well, Illums have about the same amount of health and MORE shields. They don't have as much armor, but with the money the TEC player spent on 5 mil labs and the tier 5 upgrade, the Advent player has at least the tier 1 shield and health upgrades, probably the tier 2 upgrade too. With damage multipliers the Illum actually does ~120 dps to Kodies, and Kodies do ~150, but the battle is an even one, when it SHOULDN'T be. The Illums doe about 20% less damage, but have about 20% more combined shield/health.

That's just wrong.

Reply #7 Top

Agreed on almost everything. Culture is fine. Same with Deliverance Engine. The assailant needs a small boost in hull and shield. The illum situation is worse then I thought.

I think nanos has been in need of a nerf for a long time

No nerf needed. It doesn't murder entire fleets like MB, but this is actually noticeable now fortunately. Vasari cap ships are no good for fleet support but great for 1v1 combat. Thats the Vasari cap ships advantage and their main theme. There are useless for fleet support in most cases. Thats why I think that the Vulkoras should beat the Marza in a duel.

 

Yes it moves, but it doesn't bring an op ability like meteor storm or red button with it

I doin't think red button or meteor storm are OP. Red button is a suicide ability and losing an upgraded SB hurts. Orkulus is easily the hardest to kill, but its only weakness is the disintegrators. These need a much larger damage multiplier against structures.

In a SP game I got a fully upgraded Orkulus and battled a fully upgraded Transcencia. The Orkulus won with very little hull damage, but it took aeons to kill the SB. Almost an hour I think. That is far too long. The Transcencia didn't even have every health upgrade.

 

Vasari Jakosul Annihilator (tech level 3)

The Jakosul has a specialized attack; it can target any number of enemies simultaneously with its basic attack (wave attack type, of course), but they must be within its firing arc and between its minimum and maximum range. Consider it like a cone version of missile barrage (with correspondingly reduced damage and a minimum range). It doesn't begin with a special ability, unlike the other artillery cruisers, but appears earlier in the tech tree. It should have a researchable ability, but I'm not sure what that should be.

Why not simply upgrade the Ruiner to have this plasma wave attack?

 

 

Reply #8 Top

Yes it moves, but it doesn't bring an op ability like meteor storm or red button with it


I doin't think red button or meteor storm are OP. Red button is a suicide ability and losing an upgraded SB hurts. Orkulus is easily the hardest to kill, but its only weakness is the disintegrators. These need a much larger damage multiplier against structures.

In a SP game I got a fully upgraded Orkulus and battled a fully upgraded Transcencia. The Orkulus won with very little hull damage, but it took aeons to kill the SB. Almost an hour I think. That is far too long. The Transcencia didn't even have every health upgrade.


 

 
[/quote]

Meteor Storm is awesome to use, so I went a bit far to say it's OP, when in fact, each starbase needs something that can kick ass.

The red button ability is ridiculous. It does 8000 damage to anything within a very large range. This makes it so that the only thing getting near your starbase is either an ogrov, bombers, a starfish, or maybe a Vasari Starbase. One press of a button, and the TEC can wipe out an entire enemy fleet. That's very very very powerful.

Reply #9 Top

Still, there is always the argument that you just go around the starbase, let the Ogrovs and bombers take it out. If he's built it right next to the phase lane, find another route and go back to it only when you have to (here we come to the importance of scouting).

Second strategy you can use is to send your fleet through in parts. Send one small group and clear it from range to fight whatever enemy forces there are or to assault the planet itself, then send another, and another and another. Or just send them in at as far a point from the starbase as possible. I've used the same tactic many times when evading mine fields and SBs just like that.

On the topic of the Red Button being overpowered... It's a very situational ability, and a suicide one at that, but is still pretty damn powerful. What gets me about it though is that it does 8000 damage no matter how close to destruction it is. It can have no shields and 50 hull left and it will still take whole fleets with it. If a fix is needed I'd like to see the damage scale depending on how damaged it is, though I'm not sure it needs on in the first place.

Reply #10 Top

No one griped about illums when carriers/fighters were king.  They only gripe now because LRF are king again.  Personally I think the solution to the illum problem is returning fighters to their old strength.  Personally I think the 1.1 era was the most balance there was in this game.  People griped about carriers but it was mostly people that didn't/wouldnt counter them with LF which were actually useful then.

SB spam kinda sucks and vasari SB is entirely too hardy since it takes bombers(and just hope you can get rid of fighter cover) or an absolutely enormous fleet to kill a halfway upgraded one.  The anti structure units suck for taking down a mobile SB and the advent starfish sucks taking down a SB period. 

Repulse isnt that overpowered if strike craft were returned to prominence.  It might be nice if the LF anti-antimatter abilities were longer ranged and could counter them that way.

Assailants in my opinion are perfectly fine.  Phase missles are overpowered as is with nano and vasari get phase missles with too many things already.  The wave weapon thing is kinda silly being the level it is.  It might be good if they switched something else to wave too(maybe bombers) and decreased the tier research slightly. 

The Deliverance engine is kinda crappy.  No one is going to run to kill a deliverance engine unless its in the path of destruction anyways.  The damage buff is nice and all but you never really see them built.  It would be nice if it hit a planet's allegiance for an instant decrease along with the rest of it.  It might be worth building then to take down a planet or hurt econ. 

 

[_]-Greyfox

Reply #11 Top

You can't just jump by each starbase. They knock off 30% of ur health with each jump, 50% if TEC. The unquestioned allegiance from planets means you can't just knock out the planets, you MUST knock out the starbase. One....by....one. If they're Vasari, you're gonna need bombers, and if he's got fighter cover, you're going to have to cut back on the number of bombers to get your own fighters to knock out his (or flak...maybe, flak would be near the starbase then though). I didn't say it's unbeatable, just wierd.

Reply #12 Top

Why not simply upgrade the Ruiner to have this plasma wave attack?

Same reason it's irrelevant that the destructor has a wave attack: you don't use that unit type for its basic attack, so it's not a consideration for picking its attack upgrade.

Meteor Storm is awesome to use, so I went a bit far to say it's OP, when in fact, each starbase needs something that can kick ass.

Meteor control and the big red button are both uncapped area-of-effect abilities.  The only other ability in practice that's anything like them is missile barrage.  Once these starbases have these abilities, you cannot get into combat range with them.  If the Vasari starbase had an uncapped area of effect ability itself, it would be nearly unstoppable when fully upgraded, and if it had fleet backup just forget about fighting it altogether.

One press of a button, and the TEC can wipe out an entire enemy fleet.

Given the opportunity to use the ability four or five times, Advent with meteor control can have largely the same effect.  Less effective, but the starbase is intact at the end of the day and the enemy fleet is still space junk.  This one can affect starfish and Ogrovs, as well.  Both these abilities force you to take a long-range approach to taking out the starbase. 

 

 

 

Reply #13 Top

Amish, I agree with just about everything you say.  But like Valkya, also disagree about Quick Start.  I think it is the best thing that happened in Entrenchment.  I also have some comments on "Starbase Spam" later.

Since 1 Armor equates to essentially a 5% boost to Hull, we can calculate an "effective hull", and then add this with Shield to give a fairly clear picture of overall total HP (Health Points).  An easy example is the Assailant, with 6000 Hull. 2 Armor equates to a 10% boost in Hull to 6600, plus shields of 3600, for total HP of 10200. 


               Hull Arm "Eff.H" + Shields = HP

Kodiaks    6300   5   7875 + 3600 = 11475
 
Crusaders 4650   4   5580 + 4950 = 10530 

Enforcers  5875   4   7050 + 3500 = 10550 
 
Illum        6200   2   6820 + 5500 = 12320 

Assailant  6000   2   6600 + 3600 = 10200

LRM        7000   1   7350 + 4200 = 11550 

Nothing else comes close to the Illum's 12320 health.  The lowly Assailant has about 20% less health, only 10200.

Regarding StarBase spam:  The reason this works is because most Econ upgrades are just too trivial or insignificant to offset the risk of less Fleet, while the Fleet upgrades exact a large toll from your economy (about -10% hit to econ at each increased level).  Therefore a person using SBs can remain "strong" militarily, with a small fleet, and build a stronger economy that isn't crippled by high Fleet maintenance costs.  This is a good thing, and a great improvement over vanilla Sins IMO.  I personally think the Economic tech tree should be more important!   And those tech tree upgrades should be buffed across the board.  Right now the game is too much about Fleet, and only Fleet. 


Terran Upgrade is linked to Desert Upgrade for Advent


Not sure this really matters, personally I don't think the planet pop upgrades have much of an effect till late game. They generally don't seem to be worth the early game cost to your economy just to get a little more tax out of your homeworld. Anyone calculate how long it takes one planet to recoup the research cost of these techs?

Valkya, I've calculated these in the past, and recall that it takes about 7 minutes for the TEC & Vasari tier 1 terran population upgrades to pay off.  Which is one of the best payoffs on the tech tree, and only second to colonizing the adjoining asteroid!  I don't know how long it takes for the Advent, but its obviously longer because it has 1 more cost ingredient (of about $500).  Note, these payback calculations don't include the cost of the civic labs, and assume they (labs) are a sunk cost anyway.  But in the very early game, the cost of Civic labs is a significant factor, and the opportunity cost of building less fleet must be considered.  If lab costs were included (for each tech individually), it makes payoff periods extremely prohibitive..

Reply #14 Top

Therefore a person using SBs can remain "strong" militarily, with a small fleet, and build a stronger economy that isn't crippled by high Fleet maintenance costs.  This is a good thing, and a great improvement over vanilla Sins IMO.  I personally think the Economic tech tree should be more important! And those tech tree upgrades should be buffed across the board.  Right now the game is too much about Fleet, and only Fleet.

I actually fully agree on the econ being outweighed by fleet, but I disagree that the starbase spamming represents an improvement.  Starbases do not offer a middle ground, but rather a crutch for the extreme.  Instead of allowing a player to have a medium-sized fleet supported by starbases, it enables a player with virtually no fleet.  While I do think we should have more choice to stay at lower upkeep levels, starbases allow us to stay ridiculously low (if fleet size is set to large, you can stay at 0% easily all game.  This is just wrong), and do not substantially aid those who want to stay 1 or 2 levels lower.

In other words, they've simply added another extreme to the game rather than enabling middle ground.  We either have huge fleet no econ, or super-econ no fleet.

 

As for the Advent terran population upgrade, I still think it's fine.  If anything, the issue is with econ upgrades in general being a poor investment, and the population upgrade being the only one that gives a (relatively) quick return.

Reply #15 Top

I think my main problem with quick start is that it fully endorses rushing.  (and for the love of god, if I hear another person say you can turn it off, I will smurf until I personally lay waste to you online, and if you don't play online....well.....damn't, just get online! I know you can turn it off, but no one ever does)

I liked it better when you had those 15 minutes to scout to figure out exactly what you wanted to do. I've never been a fan of rushing, and what's 15 minutes to a game that already takes 45 minutes at the least to decide on quickstart?

I get it. I'm in the very small minority of people who don't like quickstart. I'm a creature of habit, and the fact is one the things I acceled best at was making an eco quicker than most. Quick start takes away from that a bit because now I have to accomodate for the people who are going to go straight lrf rush.

I used to be able to laugh and scoff at Illum rushers. They spent so much money from a petty econ on three labs ealry on that the rush was ineffective even if they did hit me early on with it. Now....now....instead they get a fully upped terran homeworld, all the mines built, and a capital ship factory. That makes the formula of (as follows) so much easier:

1. Build X Military Labs

2. Build Capitalship of Choice (Marza, Egg, Progen, Akkan, etc)

3. Tech LRF

4. Churn out LRF

5. Attack Human Opponent

Addressing Econ Upgrades

Every Race in my opinion has tier 2 and 3 econ upgrades that are worth the investment, and aren't as big a risk to invest in as you'd think. I get several key econ upgrades even when I'm on the military front because no 1v1 (with rare exceptions) is decided in the first thirty minutes.  

Also...never said all of these things on the list were things that need a fix. Just things that when I see it, my mind just locks, finds a certain fact, and can't convince myself why such a thing should be so.

 

 

Reply #16 Top

Quoting Raging, reply 15
1. Build X Military Labs

2. Build Capitalship of Choice (Marza, Egg, Progen, Akkan, etc)

3. Tech LRF

4. Churn out LRF

5. Attack Human Opponent

 

Hey! That was my special strategy! It took me over six years to finish! Why did you post it here? It was supposed to be a secret!

Quoting Greyfox2, reply 10


No one griped about illums when carriers/fighters were king.  They only gripe now because LRF are king again.  Personally I think the solution to the illum problem is returning fighters to their old strength.  Personally I think the 1.1 era was the most balance there was in this game.  People griped about carriers but it was mostly people that didn't/wouldnt counter them with LF which were actually useful then.

Repulse isnt that overpowered if strike craft were returned to prominence.  It might be nice if the LF anti-antimatter abilities were longer ranged and could counter them that way.

 

[_]-Greyfox

I completely agree. Nerfing Lums AND making SC strong again is overkill.

If everything in this topic and the "Patch Stat Changes Forum" gets changed, then people will cry about how the Lum sucks and the other ships that get buffed are OP, and the game will be disbalanced because we, the gamers and not the devs, decided how the game should be. Do not get me wrong, but I think the devs know better than we do. Sure we might be right on some things, but the devs are the ones who actually make the changes. Luckily.

Reply #17 Top

Agreed Greyfox, and I'm actually in favor of the beams remaining untouched. Drastic changes to the game will create drastic problems. That's why I cross my fingers that the adjustments to the game (if any), are slight enough that the balance is thrown out of whack. For the Illum, this doesn't mean knock it down to 14 dps instead of 16.6, and bring it down to 400 health and 500 shields....no no no no.

What I'd like is subtle changes. Just bring the health of the Illum down a tad (from 620 to ballpark 500), and maybe adjust the armor, but really, considering the Illum gets 620 health, 550 shields, 1170 combined hit points, I'm asking for about a 10% decrease in toughness. That's it. Very slight adjustment that would probably do wonders. Illums would still beat Assailants and LRF's, but not as obscenely as they do now.

Reply #18 Top

I think my main problem with quick start is that it fully endorses rushing.

Honestly, I don't think rushes are bad, it's when games are decided on the rush that they're bad.  I think one of the underlying issues is that a swing of a single planet can be absolutely HUGE in the early game.

If econ were more potent, then the LRF rusher would similarly have more to worry about.  I think that's the better way to look at this.  Having more to worry about is usually good for strategy.

 

What I'd like is subtle changes.

Honestly, if you want subtle changes then knocking down the illum's health is probably the best way to go.  Personally, I think the problem right now is that the LRF is the best unit type, the illum is the best LRF, the best strategy is a bunched up fleet, and the guardian is the best support cruiser for this.  Add in the mothership synergy and we've got a winning combo.  I think if you knock out "LRF is the best unit" and "bunched up fleet is the best strategy" suddenly Advent isn't looking so hot.  Just my two cents.

 

 

 

Reply #19 Top

In the case of the early LRM rush, which this thread seems to be focusing on, the real issue that's at stake is that there is no early game counter to an LRM rush.  Carriers don't work as they are typically higher in the tech trees than LRM and more importantly the lower tech flaks render the fighters nearly useless.  HC's aren't a solution either, too deep in tech.   What the game needs is an adjustment that allows you to counter an opponent that masses LRMs early on.  As it stands, most players just spam LRMs in the beggining of the games because they know it's not really counterable.  If you actually had to choose how to build your fleet rushing wouldn't be as successful as the defender would be able to develop a counter to whatever is attacking.

Reply #20 Top

Same reason it's irrelevant that the destructor has a wave attack: you don't use that unit type for its basic attack, so it's not a consideration for picking its attack upgrade.

What I meant was this: rather then giving the Vasari a brand new ship, give an existing ship type a secondary role. Some people want the Vasari to get an artillery cruiser. I say why not make the Ruiner fulfill this role? Rather like the migrator which is upgraded to have another role: SB builder. Anyway, I think this is unneccassary, just an idea.

 

Reply #21 Top

In the case of the early LRM rush, which this thread seems to be focusing on, the real issue that's at stake is that there is no early game counter to an LRM rush. Carriers don't work as they are typically higher in the tech trees than LRM and more importantly the lower tech flaks render the fighters nearly useless. HC's aren't a solution either, too deep in tech. What the game needs is an adjustment that allows you to counter an opponent that masses LRMs early on. As it stands, most players just spam LRMs in the beggining of the games because they know it's not really counterable. If you actually had to choose how to build your fleet rushing wouldn't be as successful as the defender would be able to develop a counter to whatever is attacking.

Scouts are the early game counter until you can deploy more advanced units.

Reply #22 Top

PLUS: LRM vs Illum isn't as losing a battle as you'd think. They do better than Assailants, that's for sure.

Disagree.  From a pure statistics perspective, this seems true, but in practice a skilled Advent player will drive his Illums through the mass of LRM, turn and fly back through them.  The LRM have to turn to keep firing, but Illuminators that don't have a specific target and are just moving around will fire at anything in range with their side beams and front battery.  By the second or third pass, you will have LRM'S dropping like flies while the Illuminators take relatively few losses.

I don't feel these ships necessarily have to be comparable to each other, I just think we need effective counters to Illuminators.  For me it used to be Subverters or Strikecraft, but those don't work so well now.

Reply #23 Top

why not just make lrm & assailants 360 firing? they are using missiles anyway. radar anyone?

Reply #24 Top

but then charged missiles would have not detriment.  The point of the turning redux is to lock onto a single stationary target.  If you make them omnidirectional, it would be too good...

Reply #25 Top

you mean like how ilums are now?