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Malice, Colonize, and Armistice

Malice, Colonize, and Armistice

Well, there have been a few things that I've always wondered, and one of the things is the Jarrasul.  It is called the Evacuator, and yet it doesn't do anything of the sort.

What I propose in this regard is that the Jarrasul gains the ability to jumpstart populations if it is around when a planet is scuttled/killed.  In other words, if you have a planet that is bombed to oblivion with a Jarrasul in the gravity well, with 100 population, the Jarrasul would be able to carry around that population (though you would not get tax as they are refugees).  The next planet you would colonize however would instantly receive that population (even if it means going above the population cap) allowing you to instantly boost your colonization of frontier worlds or could give you the opportunity to actually have some population on dead asteroids.  In this way, you could over time expand the population of asteroids and as such your income.  Now of course doing so would do absolutely nothing to high population planets as you would be replacing 250 pop with 250 pop.

The way that this would occur is that colonize would have a similar function to what Resurrection does now..

 

With the upcoming release of diplomacy, the following suggestion would fit right in.  Armistice on the Akkan has never been something I was particularly fond of.  What if it did more than cause a local cease fire?  In diplomacy, perhaps it could have the effect that if used in an enemy gravity well, it would greatly improve your standing with that faction.  If you need an explanation as to why, you are sticking your super-expensive capitalship in their territory only to have it be there on peaceful terms.

 

The third thing is suggested because I think it got over-nerfed and I'm suggesting the buff of the other colonizers.  Malice was once one of the most dreaded abilities in the game as it allowed Illuminator side beams and Destra hostility to deal near infinite damage to entire fleets due to propagating 70% of damage across infinite targets.  For this reason, I suggest raising the target cap to a static 40, but have damage propagation at 25%/30%/35%.  Perhaps now Malice would be used more and that people might consider using something other than SR or colonize.  I mean, sure, occasionally you will find a Malice-based ship, but I don't think you would ever really need it with the way the game currently works.  24 targets is not enough to really propagate that much damage, and really, Hostility on the Destra is only worthwhile for damage dealing if it is working with Malice due to the fact that it does not stack.  For this reason, I am giving this suggestion.

 

These are of course just suggestions.  I have always wondered about the Evacuator and was disappointed when they killed Malice.  Armistice though seems like it could fill a new niche in Diplomacy.  Regardless, I would like to hear what people think of these abilities in these reworked forms.

62,832 views 38 replies
Reply #26 Top

I'll check the code to see for sure later, but for now, my PC is kinda dead...

Reply #27 Top

It's... confusing. It may be that its a remnent of the original setup, which I think was thrown out with the buff. Don't think any other ability in the game has four buffs associated with it.

Anyways, there's the initial Charging buff applied to the Vulkoras. Lasts ten seconds, provides FX. After two seconds, it applies the Self buff to the Vulkoras. It applies more FX, as well as all the damage to target and self-heal, and the antimatter restoration for itself. These are all on Overtime Actions. It lasts 8 seconds and also applies the Target buff to the enemy ship right away. Target drains antimatter with an Overtime Action. It applies even more FX, casting the Bounceback buff. This is on a Periodic Action set to apply six times with 1.5 seconds between each application. Bounceback itself appears to do nothing, though it may be needed for the FX to work properly.

IIRC, Bounceback used to apply the Vulkoras heal before the patch that buffed the ability. Overtime Actions are pretty much per second, though they don't update the display at that rate.

 

:fox:

Reply #28 Top

Kitkun's description is 100% correct. The old ability used the Bounceback buff for the Vulkoras heal, and that's what the wave thing in the infocard shows. Now, however, all the action happens in the Target buff, which lasts for 8 seconds and has overtimeActions to deal damage and heal. Since overtimeActions tick once per second, it actually does 8 "waves".

Reply #29 Top

Kitkun's description is 100% correct
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Ok, thanks, to both of you.  Yes, it is confusing.  The remnants from prior patchs does add to the confusion.

So I guess the damage isn't applied directly, or must pass thru mitigation first?  I must be mistaken there too.  Because when I test it, I don't see 1200 damage applied!  But mitigation could also explain why the approximately 900 damage I saw seemed to vary somewhat.  Anyway, this ability is the one that has given me the most grief.  I have tested it, and observed it several different times trying to figure out what it does.

Do structures have mitigation?  Because I didn't see 1200 damage there either.

Edit: Oh, damage is reduced by armor, thanks again.  I have edited my Cap ship ability guide regarding Disintegration.

Reply #30 Top

And it deals 1200 to hull directly along with another 1200 to shields assuming I understood it properly..

No, but they have armor...

Reply #31 Top

Disintegration is incapable of killing an unbuffed (rebel) kodiak, so at least armor must be in effect (kodi is <1200 HP by default)

Reply #32 Top

Yeah..  That is also why Nano can kill what it does.  Few targets have armor over 5, so it neutralizes armor (if not makes it negative) so it still deals full damage to the target whereas Disin doesn't knock down armor so it is not as effective.

Reply #33 Top

I'm starting to like Disintegration a bit. Not that it's anything near combat-awesome, but you can at least leave your Vulkoras on its bombing duty and not worry that he's completely defenseless. If something starts scratching it while it's finishing off the planet, he can tank the attacker for some time and then just "suck off" some of the damage taken and leave.

Reply #34 Top

Armistice on the Akkan has never been something I was particularly fond of. What if it did more than cause a local cease fire?
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then u did it THE WRONG WAY dude. depends on HOW and WHEN, armistice is something potentand iritating

1.NEUTRALIZING most dangerous enemy units in battle

lets just say u battle with some tec guy who got 2-3 marza thats already past lv 6 and he's spiting 3 MB right in front ur face?hit armistice to stop that MB unless u got 3 akkans firing ion bolts heh

2.SAVING ur fleet

have u ever been in a situation where ur fleet is near a CRUSHING DEFEAT and u need to pull out ur fleet to safety?problem is ur opponent got some PJIs and his fleet certainly doesn't let u go like spamming gravity bomb?hit armistice and u can retreat to safety even if ur opponent jump to another GW that doesn't debuff em

3.DISARM ur enemy

lets just say u just jump to an enemy GW thats acts as a huge factory and tons of defense not to say he parked his main fleet there?and say u wanna bomb that planet to disable his fleet production + ur siege fleet can't make it through?just use that armistice to disarm his main fleet and voila ur siege just bombard that damn planet back to stone age?

Reply #35 Top

Ion Bolt is a fairly spammable attack, and if Missile Barrage is coming at you you ought to be able to walk away.  So IMO 1 is out.  3 is just kinda stupid on your part.  If you want to bomb him with his fleet there, novalith him (which prevents recolonization btw).  Its not worth risking a level 6+ cap to go do so 3 is out.  Now yes, it does prevent the death of your fleet, but I still find it somewhat circumstantial..  It just doesn't seem to have a constant value.  Adding in the ability of increased relations is something you could do at any time with obvious benefits.

Reply #36 Top

if Missile Barrage is coming at you you ought to be able to walk away.
End of quote

still u got some dmg on ur fleet HEH not to mention how stupid the rotation mechanics

3 is just kinda stupid on your part. If you want to bomb him with his fleet there, novalith him (which prevents recolonization btw).
End of quote

Novalith?ow u must be a SP oriented player if u dun know how COSTLY and LENGTHY just to build 1 Novalith not to mention a good opponent will NOT let u build one.prevent colonization u ask?why i just simply retarget his planet with my siege fleet

Its not worth risking a level 6+ cap to go do so 3 is out.
End of quote

HUH WHAT KIND OF RETARD letting his lv 6 Akkan DO THE JOB ALONE?

PLEASE POST SOMETHING USEFUL KAY?

Reply #37 Top

Yeah, I'm just saying that if done properly, you ought to be able to minimize the damage.  Not only that, but you have an Akkan.  What kind of idiot doesn't put Ion Bolt on his Akkan?

And I know how hard it is to bring one up in MP.  But really, I don't think it would be wise to send your "fleet" in to bomb him if you have a PJI waiting for you unless you can somehow manage to bomb him, kill the PJI (which is rather hard to do if you can't fire), and make it back within a minute with a small taskforce.  I never said you would send it in alone, but I'm just saying that the tactic you just suggested does not seem viable.  

Sending in your entire fleet with Armistice on when you arrive might do better, but really the only thing I see Armistice doing is preventing the death of your fleet when on the defensive.  If offensive, the last thing you want is to give your opponent time to bring in reinforcements and heal.  Sure, you can use it if your attack is a debacle, but if you are winning, I don't see why you would ever want to use this.

 

I wasn't trying to attack you, I was just saying that I don't think it works well in the situations you suggested.  I don't wish to make enemies here, I was just saying what I believed would make an ability that I only see as a defensive one act as an economic one.  Right now, C+ is great early game, but after you stop colonizing, it stops giving benefits.  My suggestion would go on aiding you through the late game.

Reply #38 Top

Armistice can be use to bypass choke points.

It can also be use on the offense, if your using a SC heavy fleet. Carrier are safe while SC clear the skies and/or attack anything thats not in range of Armistice.

 

On a side note, I actually have an easier time leveling up an Akkan than I do any other ship. I also tend to build more than one early game.