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Priority of the Fixing of Underpowered Capital Abilities

Priority of the Fixing of Underpowered Capital Abilities

These are just opinions, and you can probably argue a few of them, but ehh...  Here you go...  Also, if you have a suggestion, I would be glad to add it to the list.

Also, I will use the star system to notate what I believe the power of the ability is as well as the suggested fix(es).

 

1.  Animosity**': This gets number one for 1 purpose.  It has none.  Honestly, this ability has no true value unless facing the AI.

Pros: Stops damage from hitting friendly units

Cons: Can be overwritten by a human player

Proposed Fix A***': There is no real way that is good...  Some say to have it re-issue the order, some want it to buff the Radiance temporarily so it makes sense to target it, and then some ideas are off in left field.  In other words, I don't know what to do with this, but I'll say that it continually rebuffs the targets so that they have no option.

Proposed Fix B****: This was by another person, but anyways, the idea is that the ability would force enemy SC to run into the Radiance itself, destroying them and dealing minor damage to the Radiance.  I'll throw out some statistics for what I believe would be fair.  25 damage per SC with a range of 5000/7500/10000 and a duration of 10/20/30.  The end result is that SC get slaughtered on a grand scale allowing the Advent to quickly gain air superiority

Proposed Fix C***: This one is the idea of Agent.  It basically says that the Radiance gets a souped up version of the Guardian's shield bubble for the duration so it automatically gets it.

Proposed Fix D***': This one is by Darvin.  The idea here is that you cause all ships around the Radiance to be invincible, forcing you to target it.

Proposed Fix E***: This may not be the most powerful one, but it solves the problem.  All you have to do is change a couple lines of code and you can make this so that it makes it impossible for ships to target anything else...  In other words, you can make the ability work.

 

2.  Gauss Rail Gun*': This ability gets number 2 because it is more or less worthless.  It deals low damage which is then mitigated.  Also, because you don't want a first strike monster, you can't directly buff the damage.

Pros: Good damage against structures and as a first strike ability

Cons: Worthless once mitigation comes into play.

Proposed Fix A****: I suggest a debuff be instilled on the target that replaces the current speed break debuff.  This would be a shield break similar to what Subs do.  Along with damage, there is also a stackable damage redux of 1.5%/3.0%/4.5% for 10/12/14 seconds.  This means that the Kol also gains a value as a fleet ship and not just a standalone.

Proposed Fix B****: Agent suggested having it be a true railgun that goes through whatever the target is.  Then it could actually act as a railgun.  I would think though that at that point you would have to make it damage hull, which I am against.

Proposed Fix C****: Going off the tradition of TEC gauss turrets and the suggestions of others, here is another.  It is a debuff that reduces armor by 5/7.5/10.  If that seems like a lot, you must remember that it would only apply if you are hitting hull.

Proposed Fix D*****: This is a myriad fix.  Basically, making GRG do everything, if only in small amounts.  What this does is it basically does everything imaginable that could arise from being hit from an RBG.  This would be: mitigation reduction of 2%/3%/4%, reduction in armor by 2/3/4, passive regeneration disabled, engines handicapped, and abilities disabled. 

Faulty Fix A*****': It has been suggested many many many times that GRG simply ignore shields and go straight for hull.  No!  That would take the second least valuable ability in the game and make it unstoppable.  Not even the Vasari have a straight damage weapon like that.  If you want to know why, you could spam GRG and take down an enemy capital early game with no trouble at all.  That is WAAAAAAY too powerful.

Faulty Fix B*****: It has also been suggested that the damage be vastly increased to say 1500/2000/2500.  There are a few problems with that.  For one, that makes this more powerful than Cleansing Brilliance which is a L6.  Next, you forget that this ability can target structures so this is a turret instagib.  Not only that, but the first shot you fire in a battle deals almost full damage against shields, making this knock down enemy shields almost instantly on most capitals.  No.

 

3.  Subversion**: This ability has its uses, but they are so few and far between that it is worthless in most situations.  This increases the time it takes to build ships in the gravity well.

Pros: Definitely allows a level VI Antorak to go on a rear world killing spree without having much of a fight on its hands.

Cons: You have to wait till you have a level VI Antorak before this ability has much use.

Proposed Fix****: I believe that this ability needs a second use.  Power can be exchanged for being multi-purpose.  I suggested in another thread that this deal 1/3/5 unmitigated DPS to frigates, 5/7/9 to capitals and structures, and 9/11/13 to starbases for 10/20/30 seconds.  While it is light damage, it is some nonetheless and would make this far more useful.  Now, you may want to know how this works...  Well, let's say you use it on a planet.  The target filter gives it a debuff that slows construction times.  Say you want it to deal damage to all nearby enemies?  Target yourself.

 

 

4.  Phase Missile Swarm*': These things are crap

Pros: these things are crap

Cons: these things are crap

Proposed Fix****: Spawns two types of missiles.  First type ignores shields and hits the hull.  The other hits shields.  Also, change the target cap to 10/20/30

 

 

5.  Guidance***: It takes AM to reduce cooldowns, but then again, you don't need that, so you just end up burning AM...

Pros: Reduces cooldowns on capital abilities

Cons: Sucks up too much AM for something that accelerates AM loss...

Proposed Fix: I don't have one.

 

6.  Shield Restore: This is great for keeping a single capital alive, while being FF'd, but still, its not that much later in the game...

Pros: Good amount of shield healed

Cons: Can't aim at self and not enough late game.

Proposed Fix****: Courtesy of Darvin, I believe that there should be a buff that increases mitigation to 90% for 10/12/14 seconds in addition to the current heal and being able to target itself.

 

7.  Phase Out Hull**: This was improved, but I don't think the devs did quite enough...

Pros: Versatile interrupt

Cons: Neither option does that much

Proposed Fix***': Change the amount of damage/healed to 200/300/400.

 

8.  Magnetize**': This is kinda meh...

Pros: Good at stopping early game SC

Cons: You don't get a Dunov early game

Proposed Fix A***': Causes SC to crash into the target and create a "toxic" debris field damaging all units within 5000/6000/7000 for 5/10/15 DPS for 60 seconds.

Proposed Fix B*****: Causes variable effects based on level.  Level 1 is same as normal; SC crash into the target.  2 causes frigates to crash into the target as well.  3 causes capital ships to crash into the target (though neither these nor the frigates are totally destroyed. 

Proposed Fix C****:  Causes SC to crash into the target, but it also allows you to target your own ships so you aren't destroyed by kiting

 

9.  Colonize [Jarrasul]*': This does very very little in comparison to the others

Pros: Increases build speed

Cons: Increases build speed by a measly 20%

Proposed Fix A***: Increase build speed buff to 20%/40%/60%

Proposed Fix B****: Cause it to start the planet off with say 100/200/300 population.

 

10.  Targeting Uplink**': This gives a range boost and accuracy, but that's about it.

Pros: Increases range slightly and increases anti-SC accuracy

Cons: Neither do that much to gameplay

Proposed Fix****: A stacking DPS increase buff.  Cause all ships in range to be instilled with a buff that causes them to pass on a debuff to whatever they shoot at.  This debuff stacks, but only lasts for 3 seconds.  Each one increases damage dealt to the target by .25%/.50%/.75%.  This means that if you have 100 ships affect by TU, you get a 75% increase in damage against a target.  This would make FFing targets more effective and would give the Akkan an ability that actually helps its allies more or less directly as opposed to its others which are incredibly indirect.

 

11.  Adaptive Forcefield***': An ability that vastly increases the Kol's life, but also drain AM.

Pros: Nullifies PM's and reduces damage

Cons: Drains AM quickly

Proposed Fix***': Make passive and reduce damage redux to 7.5%/15%/22.5%

 

12.  Incendiary Shells**': These things only increase DPS to a target by 6.

Pros: Increases DPS to the target by 6

Cons: Increase DPS to the target by 6

Proposed Fix***': Cause it to also reduce armor by 1/2/3 pointsStardock Entertainment

Faulty Fix*****: Current system, but causes damage directly to hull and stacks.  This is bad.  Stacking by itself is WAY too powerful.  The Marza is a capital with almost all its weapons facing forward which means that four banks will fire on one target.  This means that you will have about 8 buffs stacked on top of one another.  That means that it would deal 40 DPS directly to hull.  This is a passive!  You don't need that kind of power on a passive!

13.  Malice***: This is a modest ability on a great ship that always ends up with points elsewhere.

Pros: Spreads Damage

Cons: On a great ship and is not used because it does not compete with the other abilities

Proposed Fix****': Increase target cap to 30/40/50 and propagate 20%/40%/60% of damage

 

14.  Jam Weapons***: This ability nullifies SC, but does not do anything to harm them.

Pros: Stops SC damage

Cons: Drains a ton of AM and deals no damage.

Proposed Fix A****: Cause SC weapons to "malfunction" and rather than damaging the target, they damage the SC itself for 50% of the DPS.

Proposed Fix B***': Increase range from 4500/5500/6500 to 5000/6000/7000

 

Well, there you go..  Those are the abilities I think need buffs and the order in which I think they deserve to be fixed.

146,599 views 125 replies
Reply #101 Top

there were 19 ppl online last time I tried, not a lot to choose from.  I may give it another shot when I get my laptop back, but I have low expectations.  Last game I played I had 3 phase lanes from my HW, leading to a dead roid, a volcanic, and an ice, with a good roid off the ice.  I was forced to go 2 civs just to keep up credits wise, and research both volcanic and ice colonies, and the moment I colonized the ice world, 2 Skirantras and around 10-20 assailants came after my akkan.

I got flamed royally by my two teamates for that.  I'm not saying my situation was utterly impossible, but one would need much more skill than me to succeed in that situation online.  I suspect highly that my opponent had at least some feed to get that fleet together and get it the 7ish jumps from its HW to me in the...I'ma say 15-20 mins, roughly...that it happened.

-Twilight Storm

Reply #102 Top

@Derek:

Yeah, pretty much.  I think that perhaps the Skirantra should be left as is, or only slightly nerf it.  The Sova, Marza, and Halcyon should be left alone for the most part (though I still think that IS needs to be made valuable on the Marza to compete with RB and RP.)

In regards to the Akkan, I just want a buff to TU so that it has some combat usefulness.  Currently, it is best left off at the sidelines and only used if the enemy is retreating or you are losing (discounting using it for interrupts of course).  It just doesn't do anything militarily.  That is why I made that suggestion.  It wouldn't be incredibly overpowered, but it would make the Akkan a must-have ship later in the game for things aside from Ion Bolt.

I still say the Marauder needs a buff.  Subversion won't make it overpowered.  Its just that currently, it is so situational, that 99/100 times it is worthless.  It just needs to be more reliable.  POH IMO is still slightly UP, but I guess we disagree there.

The Egg really does need a buffed colonize ability.  As I said before, its not that much different from a colony frigate.  I mean, look at the other ones: instant/free extractors and huge cost reductions.

And the Kortul...  I won't make the argument that it is the most powerful ship, but I don't think that it is the weakest thing in the Vasari arsenal either.  It is the only omni-counter ship in the game, and that makes it powerful.  I still find it funny that at level 10, under the best circumstances, it requires 666 DPS to even punch through the regeneration of shields/hull.

At any rate, we can agree that most of the capitals in the game need buffs, but I believe that there are some such as the Egg that only need one ability buffed.

Reply #103 Top

I got flamed royally by my two teamates for that. I'm not saying my situation was utterly impossible, but one would need much more skill than me to succeed in that situation online. I suspect highly that my opponent had at least some feed to get that fleet together and get it the 7ish jumps from its HW to me in the...I'ma say 15-20 mins, roughly...that it happened.
End of quote

Twilight - online was always chock full of assholes.  Just comes with the territory.  And yes, rushing is, well... automatic online.  That's all that happens.

Lately, with the extreme dropoff in numbers of players online, you actually run into far less numbers of assholes now, from my experience.  There are still a few there, don't get me wrong, but I've found that in general it's a far more pleasant experience... IF YOU CAN ACTUALLY GET A GAME.

Reply #104 Top

Getting a game is definitely a big issue.  I sat in a lobby with Quar and King Koala for a good half hour before i finally gave up and left.

I do realize rushing IS going to happen, but I wasn't quite expecting it THAT soon.  Without feed, I find it HIGHLY unlikely this would have happened so quick.  My guess is one of the 3 enemy scouts saw my start, and the feeder pumped him up to take me out quick.  Not saying that's wrong, just that it happened.

-Twilight Storm

Reply #105 Top

well skirantra def needs nerf...it is as OP as ilums used to be lol

Reply #106 Top

Only if you mean a nerf to Scramble Bombers, the rest of the ship is perfect IMO.  But the number of extra bombers it gets is ridiculous.  (Maybe launch 1 squad at a time, with Antimatter reductions of 10 per level?  Or make the ability more expensive and have a longer cooldown...)

-Twilight Storm

-Edit:  Nevermind that, then we're back to the ability being underpowered like it was pre-diplomacy...,

Reply #107 Top

A slight nerf...  Nothing big, but then again, this thread is devoted to buffing UP abilities, not nerfing SB.

Reply #108 Top

nerfing can and does indirectly buff other ships/ablilites

so nerfing is on topic

Reply #109 Top

Just had a different idea on how to buff Gauss rail gun:

Make it a passive boost to the Kol's forward firepower.  Many people have complained about how the Kol's forward damage sucks - here's a way to make it rock instead, without draining antimatter that could be used for Flak Bursts or Adaptive Forcefields.  A side effect is that Adaptive Forcefield wouldn't need to become passive, and could continue to provide the bonuses it now does.

Reply #110 Top

Or reduce the damage GRG does, and have it fire multiple rounds for X seconds, increasing Damage and volleys per level.

lvl 1 GRG= 125 Damage, 2 shots

lvl 2 GRG= 250 Damage, 3 Shots

lvl 3 GRG= 375 Damage, 4 Shots

IDk.  Tweak the numbers a bit, obviously, but that's the basic idea.

-Twilight Storm

-Edit.  That's 1500 damage total, before mitigation, which would be rising while these are being fired, so I think we'd get a decent ammount of damage in, without being OP.  With this system, keep the antimatter cost the same.

Reply #111 Top

@Tohron: No.  I don't think the devs are going to go for that...

@Storm: but you are still just increasing damage when the devs seem to think that it should be used with smaller effects tacked onto it...

Reply #112 Top

Quoting Twilight_Storm, reply 110
Or reduce the damage GRG does, and have it fire multiple rounds for X seconds, increasing Damage and volleys per level.

lvl 1 GRG= 125 Damage, 2 shots

lvl 2 GRG= 250 Damage, 3 Shots

lvl 3 GRG= 375 Damage, 4 Shots

IDk.  Tweak the numbers a bit, obviously, but that's the basic idea.

-Twilight Storm

-Edit.  That's 1500 damage total, before mitigation, which would be rising while these are being fired, so I think we'd get a decent ammount of damage in, without being OP.  With this system, keep the antimatter cost the same.
End of Twilight_Storm's quote

The problem with this is that sheld migation will still cause GRG to deal a lot less damage. Level 1 GRG would actually be a nerf. Currently, level 1 GRG deals about 276.25 damage on a 15% migated target. With multiple shots, the first will shoot up migation, resulting in 106.25 damage the first shot, then 53.75 the second.

With level 3 GRG, the Kol deals about 318.75 damage the first shot, then 161.25 damage for the next three shots for a total of 802.5 damage. And that's assuming migation isn't capital level, and every shot hits. GRG would still be too weak.

Reply #113 Top

All true, swordsalmon, but at the moment, GRG at level 3 effectively does around 300 damage anyway, due to the fact that your target is most likely already up to max mitigation.  I think my idea would be a step in the right direction.  Maybe add a debuff to it?  Or tweak the numbers a bit.  I just pulled those off the top of my head to get the idea down on "Paper".

As to adding things to it, I've always believed the Battleship Capitols should be heavy, straight forward killers.  The other 4 are there to support your fleet, but the battleship is supposed to hit hard, and take a beating standing up.  At least, that's how I see it...

-Twilight Storm

Reply #114 Top

As for the skirantra, the problem isn't just scramble bombers it's bombers in general at the moment.  For whatever reason, fighters and flak just can't take them out fast enough.  On one of the rare occasions I play on ICO, everyone (I mean literally every player in the game) was just spamming bombers.  Foolishly, I had a force of flak and fighters.  Supply being roughly equal, it doesn't work.  You slowly kill the bombers, the bombers quickly kill all structures, and the carriers move on.  And this was against Advent, not shriantas.  The other problem of course is that the bomber spammer will kill any caps while theirs soak up XP as you have no real killing power.  Phasic Trap is about the only bomber counter that actually works at the moment, and that is a serious problem.  Nerfing scramble bombers will not fix the bomber issue now that people know how uber critical masses of them are.  Caps can never be balanced if the most popular units to spam own caps.  Once again, the game is back to rock vs. rock.  Come on guys, I know ICO is dying but do you have keep stabbing it?  Would it kill you to not be abusive assholes and try to play the game properly for once?

 

As for GPG, I still think the best idea is just to jack up the damage to sky high levels and adjust the cooldown accordingly.  If it smashed you for 1500 or something at level 3, that would make for great first strikes for those willing to micro, and still have an impact once full mitigation kicked in.  Of course it would need to fire a lot less often to keep it balanced, but this would go a long way towards making the Kol the 1 on 1 monster it was supposed to be.  No other cap can stand up to a Kortul or Radiance alone and win, but the Kol is a useless POS right now.

Reply #115 Top

Quoting Twilight_Storm, reply 110
Or reduce the damage GRG does, and have it fire multiple rounds for X seconds, increasing Damage and volleys per level.

lvl 1 GRG= 125 Damage, 2 shots

lvl 2 GRG= 250 Damage, 3 Shots

lvl 3 GRG= 375 Damage, 4 Shots

IDk.  Tweak the numbers a bit, obviously, but that's the basic idea.

-Twilight Storm

-Edit.  That's 1500 damage total, before mitigation, which would be rising while these are being fired, so I think we'd get a decent ammount of damage in, without being OP.  With this system, keep the antimatter cost the same.
End of Twilight_Storm's quote

Add on the speed debuff I believe it already has now, and include a lesser version of the lowering the mitigation cap ability someone suggested.  (Sorry, I don't remember who that was.  I WANNA say Volt...)

Anyway, that'd make the ability useful for damage output and thereby make my other idea of increasing the Kol's frontal static damage uneeded, realistic in that getting hit by a gause round that big is going to slow you down and the fact that something like that hitting your hull is going to really screw up your shields.

I honestly believe this basic layout is the best fix for GRG, we just need to tweak the numbers till it works.

Swordsalmon:  I forgot to respond to this last time, but I am aware level 1 GRG is a Nerf, that was the point.  If the ability kicks arse right out the gate it will be OP by level 3 and then we'll end up the the devs raping Kol with the nerf bat again.  For the most part, level 1 GRG will only ever be used against militia(Except in the case of a rush, where other Caps would be better to build anyway such as the colony or carriers.

 

lvl 1 GRG= 125 Damage, 2 shots, 33% Speed Decrease, 8% Mitigation Decrease(Total) For 10 Seconds.

lvl 2 GRG= 250 Damage, 3 Shots, 66% Speed Decrease, 16% Mitigation Decrease(Total) For 15 Seconds.
 
lvl 3 GRG= 375 Damage, 4 Shots, 100% Speed Decrease, 24% Mitigation Decrease(Total) For 20 Seconds.

Note:  The speed decrease is not over time, but instant.  The ship will completely stop for 1 sec at lvl 3 and be forced to accelerate all over again.

Again, these are just filler numbers to get the idea out there.  They will need to be tweaked in order to remain in line, but this would definitely be an option.

-Twilight Storm

Reply #116 Top

@Storm: First off, it was me that suggested that.

Second...  The miti debuff you suggested is far too high.  You are talking about a weapon that slows, increases vulnerability and deals damage besides.  that is too powerful.  Doubling the damage to a target along with the other effects is too much.  Try 6%/12%/18%.  That would be better.

 

Also, 100% decrease in speed is actually not a stop.  In reality, that will only reduce speed by 50% (I know, its stupid, but it is to prevent divide by zero errors in the code which is obviously bad).  This means that to actually fully stop it, you have to mess with bool modifiers.  So for the effect you want, try something more like: 100%/200%/0% (but use the engine bool modifier to cause a halt).  The above would yield (If I am correct as I forget the exact equation that is used) a 50%/75%/100% effective reduction in speed.  Its just that the way the code is written, you have to do it other ways...  I know, its kinda stupid, but that's the way it works.

Reply #117 Top

Alright, sounds good.  (Not  a modder, so I'll take your word for it)

I knew the numbers were screwed up, it was just to get the idea out there(Though I do like the damage itself)

Other than that, does it sound like a good way to go, tho?

Remember, the speed decrease is only for 1 sec, which basically just means they have to re-accelerate.

Also, the mitigation effects would not be stackable with eachother(Only 1 would work at a time, and another could not be applied until the first wore off.)

-Twilight Storm

Reply #118 Top

I am still not a fan of the damage boost the way you want it.  I say that if you cause it to be a shield breaker, you don't need to buff the damage.

 

Other than that, I am okay with it, but I think that you would want to make it last more than one second.  Try something like 10 or so so that it actually would take effect.

The other thing is that it is more difficult to cause something to have two independent debuffs instilled on it with different time lengths.

Reply #119 Top

Well, the speed debuff, as I've stated, is supposed to be there solely to require the ship to reaccelerate(I can see no reason why a Gauss round would stop a ship from accelerating without piercing the shields...)

The damage output for level 3 is only doubled, will be applied almost exclusively to a ship with maxed out mitigation since the capitol ships are slower than the rest of the fleet and will be the last to atack thanks to focus fire.

What's maximum mitigation on frigates?  I haven't been able to play in a while since my laptop got ill...

At the very leasy,  would assume they'd have 50% mitigation, which would be 750 effective damage at level 3, and make the ship reaccelerate with -18 mitigation.  THat doesn't seem very OP to me for a capitol ship ability that costs 70 Antimatter, on a ship that runs out of antimatter like it's got a hole in the bottom of it.

-Twilight Storm

Reply #120 Top

Really there nothing wrong with GRG being hardcore strong. I mean When I see a Advent BS or Vasari BS, I am nervous b/c I know its gonna eat me up in a form or fashion.

 

For example the Advent BS, as detontate AM. Seriously...thats a deadly ability. With serious damage  potential to any ship. Ok, the direct damage isnt crazy but...the fact it can eat a Caps ships entire AM storage in one shot is awesome if your on the giving end of it.

The Vasari BS has both Disruptive Strike and Power Surge...again the sheer potental damage by negating abilites are staggering.

 

 

The we got the Kol...geee, what can it do...get it Am detontated and watch as it sits there getting pounded by DS/PS combo. Come on Volt, give the Kol something worth its weight.There nothing wrong at all with it doing massive damage...at the bare min.!!!!! Though I rather the GRG debuff the target into oblivion. So maybe it can stand up to the other races BS somewhat....right now with its dependance on weak AM hungry GRG and the simple fact Adaptive Forcefield is AM reliant means the Kol is always gonna be the class clown.

 

Short version: Give the GRG some crazy debuffs and/or damage. So it can maybe be in the realm of the other BS.

Reply #121 Top

Exactly.  Besides, I've stated I'm not attached to those numbers.  How about someone else put their own numbers into it?

-Twilight Storm

Reply #122 Top

What about something like 800/1200/1600 damage with ~25 second cooldown?  Combined with making the shield skill a passive, this would mean a non-BS staying in battle vs. a decent level Kol would be suicide (as it is with any other BS), while keeping the whole 'TEC abilities are straight-forward' theme.  Click cannon, target gets kicked in the teeth.  Potentially even one-shoting smaller ships without max upgrades.

Also extend the speed debuff to match the new cooldown of course.

Reply #123 Top

@Carbon: read the OP.  PF A is going to help.

@Sloan: I don't really think that the devs want to overhaul it that much.

Reply #124 Top

Yeah it will help with AM, but still doesnt give the Kol the needed offensive ability to do anything.

My point is that if I have to to choose to use GRG over say Flak Burst or the current AF, it shouldnt be a negative choice. Right now it does crap damage, and the speed reduction is situational at best. GRG should be at par with Denotate AM, at least.

B/c Lord knows, if Im fighting Advent BS all Im gonna get is 1 shot off before Im out of AM. If I happen to choose GRG over Flak Burst for my 1 shot it be nice not to have the Advent player laughing at me.

Reply #125 Top

PF A is going to help with giving GRG a use.  It won't make the Kol a standalone, but rather will help it be a fleet ship which it is currently not.  Combine that with my wish to make AF passive, and I think the Kol would be much better.