Overcharge seems useless.

Overcharge costs a whooping 120 antimatter and what does it? It gives a minor bonus to the other ability's effects (none in the case of scattershot).

I like the ability snipe the most, I'm sure explosive shot is better in fleet vs fleet battles because of the damaging effect. But the ability to focus fire one ship/building is extremely nice to have early in the game. You can snipe capital ships, ship factories and starbases.

Snipe cost 90 antimatter, and does 3k damage. With overcharge activated it does 4k damage. However why would I spend 210 antimatter for 4k damage when I can do 6k damage with 180 antimatter? Am I missing something or is the overcharge ability useless?

14,813 views 11 replies
Reply #1 Top

I agree, overcharge should cost less as it is to be worth the antimatter.  Even better, overcharge should cost the same yet do 2.2x the damage so that the antimatter cost is justified.  What a scary weapon this would be :).  It would need a longer cooldown, but this would increase the fun factor of using this weapon.

Reply #2 Top

I agree Overcharge needs some kind of buff. Compared to the other Titan level 6 ability its just not as good.

Reply #3 Top

known issue.

Reply #4 Top

Quoting Pbhead, reply 3
known issue.

From the known issues thread:

  • Overcharge Doesn't Appear to Affect Scattershot Ability - This is working as intended. Overcharge doubles the armor penalty duration, it's just not being shown on the InfoCard. We'll see if this part can be adjusted.      

          

The issue about overcharge not being effective overall is not being addressed.                                                                                                                                                          

Reply #5 Top

Umm, no. It clearly states that for Scattershot it's working as intended, not that we're not looking at Overcharge as a whole.

Reply #6 Top

So I will infer from your statement that you are looking into overcharge for balance.  Good to have some communication with the devs on this.

 

Reply #7 Top

i'd say giving it (increased) secondary effects to the skills would be cool, in the same way it doubles the debuff duration on scattershot.

like giving snipe the abbility of hitting a second target along the shells trajectory. that way it would be cooler and deal more damage without turing it into an enemy capital kill switch. probably alot of coding though..

maybe a slightly larger radius aswell for the explosive shot. or bigger knockback :grin:

 

im not sure if its possible but making it improve abillities further( 3 ships for snipe *peewwww*) for the 2nd level might be nice aswell(unless it already does that and i havent payed enough attention)

Reply #8 Top

It's not...ultimate enough.  The other titan's ability is a HUGE battle swinger.  The rebel titan is like 1000 damage added to snipe.  With mitigation it's not even 500 bonus damage.  It should be a power-up that lasts for X seconds instead of being used up after one shot, allowing all three skills to gain empowered effects and also giving a passive damage bonus on top of that.  That would give it enough punch to be worthwhile.

Reply #9 Top

well, you have to look at all the titans abilities to really gauge its effectiveness.  Scattershot + explosive shot is a HUGE fleet fight game changer, and it levels your titan quite quickly if you are facing a lot of enemy frigates. 

Reply #10 Top

I have to agree, it seems pretty weak. Id say haveing it have more secondary effects, or have it be more power full but with a longer cooldown should to the trick of fixing it. Or replace it with something better. You stardock folk are so good at thinking of new things :-)

 

Reply #11 Top

I think it should increase firepower at the cost of movement and shield/hull repair for a period of time.