Clense and Renew

im not sure about everyone else but this tech seems oddly implemented. i like the idea and can see it being used as a way to regen your AM after a fight by killing the planet but by the time you kill the planet your AM is already full.

 

so how about changing it to killing other ships( or maybe even buildings) instead of planets? that way you can actually take advantage of the AM regen when you need it most which would be in combat

 

im not sure on the numbers so they might need tweaked for such a change 

 

discuss \o/ 

21,321 views 15 replies
Reply #1 Top

Considering how often ships get blown up I think that might be a bit over powered. I think its intended to be a sort of limited resource, just as how the TEC rebels get bonuses while they're bombing planets.

Reply #2 Top

Quoting GoaFan77, reply 1
Considering how often ships get blown up I think that might be a bit over powered. I think its intended to be a sort of limited resources, just as how the TEC rebels get bonuses while they're bombing planets.

I agree, but  is also correct, the player's AM is normally full when he successfully bombed a planet to silence. That's why I rarely research the tech.

Maybe the tech can change as either:

- the player can harness a small amount of AM per some amount of bombing damage; say, 1 AM per 10 damage;

- or the player can get a bonus of AM after bombing the planet to silence, even exceeds the max AM limit. (a little similar to the Nanite Reactive Armor)

Reply #3 Top

i was thinking that if changed to ships and the numbers were to hight it could be too op as well (especially if it stacked)

 

i do like the above ideas tho, making it so you gain AM back from the bombing damage might be enough to make it useful

Reply #4 Top

Your AM may be full once the planet is destroyed, and then again it may not.

It depends if you took the time to clear the gravity well before bombing or if you've snuck some siege frigates in, and possibly a Revelation, and bombed the planet while in combat.

There you go, 75% increased AM regen for the rest of the battle.

Even if you've killed all enemy ships and structures before bombing the planet, the bonus lasts long enough that it will still be there for your next battle, unless you sit idle and do nothing.

Basically it's to give the Advent Rebels some momentum. If you let them get one planet, they'll keep going until you crush their fleet because their shields and hulls will be getting replenished very fast and AM will not be running out so they can go from the first planet to a whole series of planets non-stop.

Reply #5 Top

Quoting GoaFan77, reply 1
Considering how often ships get blown up I think that might be a bit over powered. I think its intended to be a sort of limited resources, just as how the TEC rebels get bonuses while they're bombing planets.

 

Goa I believe the ability is upon when an enemy planet is blown up not ships.

Reply #6 Top

Quoting MayallCommunion, reply 5

Quoting GoaFan77, reply 1Considering how often ships get blown up I think that might be a bit over powered. I think its intended to be a sort of limited resources, just as how the TEC rebels get bonuses while they're bombing planets.

 

Goa I believe the ability is upon when an enemy planet is blown up not ships.

 

he was talking about my suggested change

 

Pat, how long does the regen actually last? the tech doesn't tell you any of the actually statistics like how long it lasts and how much gen it gives ( like many of the techs and abilities in this game for whatever stupid reason...)

Reply #7 Top

Quoting ShadowSlayer56, reply 6
Pat, how long does the regen actually last? the tech doesn't tell you any of the actually statistics like how long it lasts and how much gen it gives ( like many of the techs and abilities in this game for whatever stupid reason...)

As it currently stands, Cleanse and Renew lasts for two minutes and grants a 75% increase to antimatter regeneration.

Reply #8 Top

Cleanse and Renew is totalgarbage.  The slot could be used by something more useful.  I never research this.

Reply #9 Top

Quoting ShadowSlayer56, reply 6

Quoting MayallCommunion, reply 5
Quoting GoaFan77, reply 1Considering how often ships get blown up I think that might be a bit over powered. I think its intended to be a sort of limited resources, just as how the TEC rebels get bonuses while they're bombing planets.

 

Goa I believe the ability is upon when an enemy planet is blown up not ships.

 

he was talking about my suggested change

 

Pat, how long does the regen actually last? the tech doesn't tell you any of the actually statistics like how long it lasts and how much gen it gives ( like many of the techs and abilities in this game for whatever stupid reason...)

 

Sorry I read through the post, I just generally assume if someone does not quote, blah blah blah;P

Reply #10 Top

after more testing i have determined that the amount of regen it gives is fine but it does not last long enough. i think upping the time to 3 or 3:30 minutes would make this ability worth getting

Reply #11 Top

TO restrict the OP's idea a bit: what if it triggered when you kill an enemy Capitalship or titan?  that doesn't happen overly often and is a significant triumph.  Would make the ability a great deal more useful then the current out of combat AM regen.

Reply #12 Top

My only gripe is that planet raiding for credits is ALWAYS beneficial where the anti matter regen is ONLY beneficial if you use it in the time alloted. I like the idea of having it trigger with cap ship, titan, or starbase death idea better than the current implementation. Or, you could make it add a set amount of extra antimatter on a ship, completely separate from normal antimatter, which is consumed when your existing antimatter stores are depleted. The normal antimatter regenerates normally and the extra antimatter just sits there until you run empty then you delve into the extra store. It does none of this use-in-2-minutes nonsense -- it is stored and can be used in the future just like the credits from raiders. Then it becomes ALWAYS useful like TEC.

 

or make it a defensive measure - if a ship or structure in a gravity well is under attack it could trigger, which may synergize somewhat with whatever tech that boosts credits when forcing enemy ships out of your system.

Reply #13 Top

Quoting Yottsu, reply 7
Quoting ShadowSlayer56, reply 6Pat, how long does the regen actually last? the tech doesn't tell you any of the actually statistics like how long it lasts and how much gen it gives ( like many of the techs and abilities in this game for whatever stupid reason...)

As it currently stands, Cleanse and Renew lasts for two minutes and grants a 75% increase to antimatter regeneration.

 

I believe the duration was reduced two patches ago, before that I could easily wipe out one planet and have my fleet still running with 75% increased AM regen well into the fight for the next planet.

Now, yeah, it's kind of short.

Reply #14 Top

Might be useful it it had a superlong duration like the loyalist's Assimilated populace so that by staying on the offensive you could potentially keep it up at all times.

 

The problem is that the time you which you need antimatter least is immediately after conquering a planet.  At that point you've already won the battle- and more to the point it doesn't allow you to just immediately move on to the next conquest as leaving your newly acquired world unattended is just asking for the enemy to try to take it back- and in the time it takes to drop down some rudimentary fortifications most of your ships will have naturally regained plenty of AM anyway.

 

 

honestly though I really like the idea of having it trigger when an enemy capitalships or titan in the well is destroyed.  It would make the buff vailable in combat and encourage a certain style of play(first priority becomes dropping some capitalship).

 

Reply #15 Top

Quoting bilun, reply 14
Might be useful it it had a superlong duration like the loyalist's Assimilated populace so that by staying on the offensive you could potentially keep it up at all times.

 

The problem is that the time you which you need antimatter least is immediately after conquering a planet.  At that point you've already won the battle- and more to the point it doesn't allow you to just immediately move on to the next conquest as leaving your newly acquired world unattended is just asking for the enemy to try to take it back- and in the time it takes to drop down some rudimentary fortifications most of your ships will have naturally regained plenty of AM anyway.

 

 

honestly though I really like the idea of having it trigger when an enemy capitalships or titan in the well is destroyed.  It would make the buff vailable in combat and encourage a certain style of play(first priority becomes dropping some capitalship).

 

 

i agree with you completely