Rebel TEC Titan feedback

I watched this thing rip through fleet after fleet after fleet.....I finally set a trap for it, managed to get it alone in a star gravity well, and sent in my biggest fleet to deal with it....I was TEC Loyalists, and had 4 capital ships, 30 frigates, and 15 or so corvettes not a massive fleet, but should have been more then enough for one lil ol titan.....Well considering it can take down a Capital ship in about 15-20  seconds, and that is the only target it goes for untill they are all destroyed, I had to learn the hard way just how overpowered this thing really is....It took me lots of time and effort to build up the fleet and get some high level cap ships, and this thing chews through em like they are nothing.....I managed to save one cap ship, but that was only because I resorted to spinning cirlces around the stupid thing so it couldnt fire the main gun on it.....it barely has any cool down for its main weapons, or at least doesnt seem like it.

 

I nave heard alot of complaints about the Vasari Rebel Titan, but I never saw one of those destroy Cap ship after Cap ship with little to no effort or damage to itself, not just me, I watched it chew through many many of my allies Cap ships as well and supporting fleets....I got lucky and caught it alone while its supporting fleet was busy with others.....I dont think I could have destroyed it if it wasnt alone,....Way Way OVERPOWERED....

 

And the absolute worst part isnt the challenge it provided....I actually loved the challenge, though I think it is still overpowered..... The worst part is the fact that it can just be rebuilt right away and start right back where it left off in little to no time at all......Seriously.....There needs to be some penalty for losing a Titan or a long cool down to build another.....I cant get back the fleet I lost....or the cap ships levels I just lost, So WHY can Titans just be rebuilt like nothing happened.....Talk about taking away someones will to fight....  

"We sacrificed everything, but we destroyed to beast"...."Yay"....."Wait...whats that over there"....."are you freaking kidding me"....

8,314 views 16 replies
Reply #1 Top

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The Kultorask would have annihilated your fleet as well, but would have been invincible while doing so.  The Ragnarov is really good at damage output, but that's really about it.  Against a sufficiently large fleet (or bomber swarms), it dies quite easily.

Snipe is capital bane.  Scattershot is corvette bane.  Nano Leech+Gravity Pulse mops the floor with anything smaller than a capital and even capitals are made worthless by it.  The only real chance you have to stop a Kultorask is kiting bomber spam or multiple Kortuls with Disruptive Strikes.  Only then will you get much of a chance to kill it.

The Ragnarov has no such invincibility.  It's just a big floating gun.  It hurts, but it can be brought down.

 

And it can't just be rebuilt instantly.  There is a six minute build time on those things and a hefty loss of resources as well.  Attempting to argue for lost levels upon death is a dead horse that's been beaten more times than you know.

Reply #2 Top

The titan rebuild penalties are a widely discussed issue. TEC Rebel titan op? 1v1 I agree it has the highest single shot damage ability when overcharged. It's a capital ship assassin for sure, however it was intentionally designed that way. Spam EMP blast on it to keep it from overcharging and sniping, avoid getting all of your frigates right in front of it since the shot gun blast will annihilate most of them. Use lots of bombers as its' defense is pretty low. Also you mentioned being the tec loyalists, you should have been on defense anyway where your advantages are. The vasari rebel titan is overpowered because it absorbs practically all AM from every enemy ship.

 

P.S. Volt dropped his post maybe 1 minute before me :p

Reply #3 Top

The thing is a beast....with overcharge and snipe it can pop out a 6000 damage shot every 9 sec.....I am not a "play for sport" kinda player, I Role Play alot in my wonderful little brain, so losing cap ships like they are frigates really ruins alot of the fun in the game for me....I dont lose very many Cap ships when I play normally, I use them as anchors to my fleets, but not as the main weapons.... I just hope they tone down the snipe ability at the least....so I dont have to not play with TEC Rebels just to avoid their Titan....

 

When you are mid to late game on a big map, the Titan resource cost is hardly any issue....and on a large cutom map, 6 min is hardly any kind of a wait time........adding an option for One Titan per faction per game would be cool....or an option for more penalties against Titan rebuilding.

Reply #4 Top

Definitely not overpowered, the counter you used was just ineffective. A Much bigger fleet is needed to take on a ragnarov (and most other titans). 3 dunov's using emp and shield restore will help spare the lives of ur cap's as will  an ankylon using group shield. Each titan has a unique counter, you just need to play around with them a bit more. 

Reply #5 Top

Quoting Volt_Cruelerz, reply 1
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And it can't just be rebuilt instantly.  There is a six minute build time on those things and a hefty loss of resources as well.  Attempting to argue for lost levels upon death is a dead horse that's been beaten more times than you know.

6 mins is nothing on large maps - and 10k is lose change

But still levels should be lost or else cap ships should keep levels - as it stands you might lose a cap ship if you attacked a titan with 14 caps

1 titan per faction per game is a fantastic idea that jake posted - Flagship victory should be titan not some cap ship. I dont care that it was decided titan = queeens flsgships = kings (like in chess)

 

If you lost the game when you lost your titan they would mainly stay on your lines or behind them and you would not risk losing it

Reply #6 Top

Jake if you can't beat em..join em...

 

Build your ragnarov and and send it with support caps

Reply #7 Top

The titan "damage" is realy a non factor in any games that have gone to the point where you have a titan. Main DPS comes from fleet, hands down. The real role of titan is support and tank to soak in damage.

Any so called "damage titans"  fail when faced with fleet roughly equal to the titans cost. Only good titans are the titans that can buff your fleet or debuff enemy fleet. VR titan is excellent example of debuffs gone over the line.

 

This said, none of the titans really show any uniqueness. They are all the same cookie cutter drive it close and pew pew pew. Idd imagine that TR titan was a novalith on wheels. Able to shoot planets from close by systems, like a siege machine. Instead it is some lame Antimatter dependent "sniper" that fails due to shield mitigation fucking its damage to nothingness. The exactly same reason why Kol's gauss gun is useless. Now, make the sniper rifle ignore mitigation, and ramp up the cool down a little, and we might have something to talk about.

 

All in all, most titans are little more than glorified moving targets, only VR titan is good from the launch. All other titans must get at least to lvl 6 before they even begin to show signs of promise. I am really disappointed with the devs lack of imagination when it came to the usage of these things.

Reply #8 Top

Quoting jakecaptiva, reply 3
The thing is a beast....with overcharge and snipe it can pop out a 6000 damage shot every 9 sec.....I am not a "play for sport" kinda player, I Role Play alot in my wonderful little brain, so losing cap ships like they are frigates really ruins alot of the fun in the game for me....I dont lose very many Cap ships when I play normally, I use them as anchors to my fleets, but not as the main weapons.... I just hope they tone down the snipe ability at the least....so I dont have to not play with TEC Rebels just to avoid their Titan....

 

When you are mid to late game on a big map, the Titan resource cost is hardly any issue....and on a large cutom map, 6 min is hardly any kind of a wait time........adding an option for One Titan per faction per game would be cool....or an option for more penalties against Titan rebuilding.

 

If you don't play for the sport Sins is not the game for you. Sins is about strategy and counters. Not loling as you just steam roll after steam through opposing fleets. 

As for the Ragnorov, the thing is squishy compared to other titans. Once those shields pop its hull drops pretty fast, so damage is kinda the only thing going for it.

Reply #9 Top

Ability countdown on its main gun should be increased a bit.

Reply #10 Top

Quoting User45701, reply 5
6 mins is nothing on large maps - and 10k is lose change

But still levels should be lost or else cap ships should keep levels - as it stands you might lose a cap ship if you attacked a titan with 14 caps

1 titan per faction per game is a fantastic idea that jake posted - Flagship victory should be titan not some cap ship. I dont care that it was decided titan = queeens flsgships = kings (like in chess)

 

If you lost the game when you lost your titan they would mainly stay on your lines or behind them and you would not risk losing it

I don't disagree with you.  I'm just giving up on beating a dead horse.

Reply #11 Top

Quoting Cpt_Siddy, reply 7
This said, none of the titans really show any uniqueness. They are all the same cookie cutter drive it close and pew pew pew. Idd imagine that TR titan was a novalith on wheels. Able to shoot planets from close by systems, like a siege machine. Instead it is some lame Antimatter dependent "sniper" that fails due to shield mitigation fucking its damage to nothingness. The exactly same reason why Kol's gauss gun is useless. Now, make the sniper rifle ignore mitigation, and ramp up the cool down a little, and we might have something to talk about.

I disagree. Each titan is very unique and has differing counters. The ankylon for example can soak a fair bit of damage but its rather useless without its antimatter, while the ragnarov is still decent once its abilities are gone. Now if they weren't unique the same strategy would be equally as effective against both of them. Lets say you decide to bring a large fleet to the battle to take out a ragnarov by focus firing on it. This is quite effective against it, but were u to do the same thing to the ankylon u would be there for a very long time and probably end up losing. An antimatter drain would be highly effective against the ankylon as its dps is quite low but is too tanky to warrant a focus fire. Now again assuming they aren't' unique, am drain should be just as effective against the ragnarov as it is against the aknylon. But disabling the ragnarov's abilities still leaves it to dish out some very high dps. Leaving it there (ability-less) is far less effective than if u were to to do the same thing to the ankylon. Hence each titan requires a deviation in strategy to be countered effectively... unless ur steamrolling...
Perhaps an even better example that shows a near opposite approach is the vasari rebel titan and the aforementioned ragnarov. Send in a large fleet to kill off the ragnarov and u are likely to succeed... send in a large fleet to kill a kultorask and you ARE  going to fail.. 

Reply #12 Top

Ignore Cpt_Siddy. He has always been like this. He is right and you are wrong in his mind. There is no reasoning with him.

Reply #13 Top

Quoting cirving4444, reply 8

 If you don't play for the sport Sins is not the game for you. Sins is about strategy and counters. Not loling as you just steam roll after steam through opposing fleets.

 

Thats kinda a funny comment to make....Maybe you should have told me Sins isnt my game before I played 300 hours of it....coulda saved me some time.

Sins is whatever game the person playing it wants it to be....I set maps with long jump lanes, easily a minute or two per jump....My current map has nearly 500 planets/gravity wells in it and around 15 stars.....I set all the rates to slow, with only allied victory set, no pirates and small or maybe normal fleet sizes....talk about strategy, you send your main fleet a couple jumps away and the enemy attacks, it will be 5 min or more untill they can get back....makes you think about where you are sending stuff....also added in alot of non colonization systems in to make exploration actually fun....can spend an hour searching a system for a planet to colonize....or just set up mining bases on astroid belts.....Lots of options and strategy to be found.....Should I attack with the fleet I have? or wait 10 min or more for another fleet to join up? Should I bring back my main exploration fleet to help defend? or do I think I can make it without them? When space is actually big like it is supposed to be, choices you make actually matter and real strategy is needed.

So like I said I am not a for sport player who just spams units to overwelm the enemy....Sins is a space game....I employ it in that fashion and the game is much much funner for me that way.

Reply #14 Top

Quoting jakecaptiva, reply 13

Quoting cirving4444, reply 8
 If you don't play for the sport Sins is not the game for you. Sins is about strategy and counters. Not loling as you just steam roll after steam through opposing fleets.

 

So like I said I am not a for sport player who just spams units to overwelm the enemy....Sins is a space game....I employ it in that fashion and the game is much much funner for me that way.

 

I don't remember saying anything about spamming, and the sport of sins to me means strategy. So maybe there was a meaning miss hap between us. This still doesn't change the fact that the TEC rebel titan isn't OP in any way. Once a ship gets full mitigation it is actually pretty lack luster. Yes, its snipe ability hurts, and yes scatter shot can hurt frigates, but that is all it can really do. Once AM runs dry its DPS drops quite a bit, I'll admit it still has a higher DPS then the other titans, but when compared for usefulness, and fleet synergy it's left dead in the water.

Reply #15 Top

I think the mindset that people have to get out of with rebellion is that destroying them helps you in some way.

Pre-Rebellion, if the opponent had a big fleet and you up and destroyed it with minimal impact to your fleet, you accomplished a lot. You knew you could waltz through their territory to their homeworld and not encounter significant resistance.

A titan isn't so clear cut. If you destroy it with anything other than bombers you probably lost a significant amount of your fleet for starters. But, let's say you some how took it out without losses... what have you accomplished? They still have their main fleet somewhere, so attacking their homeworld is not going to be as much of a pushover as the last scenario. All you really do when you destroy a titan is set the enemy back on cash and put them on titan time-out.

To be straight, if you have the forces to take out a titan, you should not be aiming to take out the titan. You should be aiming to take out their homeworld. If that means taking out their titan, so be it. The goal is to win. go for that instead of the titan.

Reply #16 Top

The goal is down.