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Vasari Loyalist Titan

Vasari Loyalist Titan

Lots of discussion going on about the VLT in various threads, thought I'd start something for that purpose alone. Here are the problems with the VLT as I see them and some possible fixes:

1) Spawn Phase Stabilizer cooldown is much too long to make it useful before the final level of the ability. The fix is simple, significantly reduce the cooldown. My preference is 600, 450, 300, 150 seconds, just to make later levels of the ability worth putting points into. Obviously this would be tweaked for best balance.

2) MPJ (in grav well phase jump) is almost useful, but not quite. I think this needs 2 things. First is an AOE damage at its arrival point (maybe 250 at level 1 and progress accordingly as you level the ability). Second is a buff to turn speed as the titan cant maneuver fast enough at this point to pounce on any ships it's jumping toward. Maybe an 8/10/12/14% buff to turn speed for 5/6/7/8 seconds or something along those lines. Combined, these two additions make this ability quite worthwhile, but not really over the top (hopefully)

3) This is more of a bug, but the Maw ability currently doesnt work well or at all on ships that are right in front of the titan. It pulls them in, doesnt kill them. I think this is showing up in the final 2-3 waves of the ability. These ships are then right in front of the titan.

4) Either or both here: make the phase cannons bypass shields (nerf them of course. Also, this is Volts idea, I just like it and thought I'd include it) and/or change the pulse wave cannons to regular wave cannons so the titan can take advantage of the Loyalists crazy good wave cannon upgrades. This makes the titan quite a bit more dangerous offensively.

All of this together sounds like it would make the VLT quite OP, but IMO since the Loyalists are supposed to have the option of having the titan be a mobile homeworld, it might as well be able to become quite powerful.

63,225 views 81 replies
Reply #76 Top

ok so doing some messing around - Can everyone agree we need the cooldown time on the deploy phase node reduced to around 250 or 300 

 

The rebels should be able to deploy them in allied non Vasari space - so to put one of these in 10 enemy systems would take 12000 seconds - 200 mins - 3 Hours 33 mins just to help out an aly? with 10 systems 

what if your aly has say 50 systems - you will want one phase node in every 3rd system (to enhance trade lanes and ensure both yours and your alys fleets can be deplayed anywhere)

 

Basically 3-4 hours is too long to spend with your titan so far away from the front

- what about a map with 100+ systems and 6 players 3v3 - it would take the rebel TEC player up to 10 hours to deploy phase nodes in 1/2 of all allied systems 

 

as i said reduce cool down by a few hundred % or else reduce cooldown time to 0 and make it cost money - makes sence as its your home world and should be able to build nodes

Reply #77 Top

Quoting Volt_Cruelerz, reply 75
2. Make Desperation an AOE that gives a reduced version of the effect to all friendly ships within a radius. Similar to Targeting Uplink on the Akkan, though obviously much better. Makes the titan passively more appealing and fits lore-wise.

Idk about making desperation an AoE..  I get the feeling that you'd just kill everything without even trying...

It certainly could be, but doesnt have to be. I was thinking of a significantly reduced effect that would only affect friendly capital ships (I know I didnt say this before). It would give them 1/2/3/4% constant damage reduction, 5/6/7/8 splash damage, and 1/2/3/4% damage output boost that stacks up to 5 times (so that would be up to 5/10/15/20%). Numbers would be tweaked for balance of course. Give it a smallish radius (maybe 6000).

Reply #78 Top

Hmm..  Well, if it's just friendly capitals, that wouldn't be too bad, but I'm still afraid that it could get OP quickly..  

Reply #79 Top

Well, there is are interesting advantages to being mobile and devouring your own worlds. You're immune to culture, experimental weapon bombardment, you can ignore the majority of the civilian research tree, security, and diplomacy tree. I agree with the opinions about the titan being subpar and the ability adjustments, but i feel they should make it a big tax boost to move your capital to your titan IF you sacrifice your capital. I also think it would be cool if for every world you colonize and then devour, you gain a a slight tax increase to capital ship tax income that would eventually cap out. Oh, and they definetly need to redo  Desperation; its far to weak for me to even consider investing in lol.

 

Has anyone noticed that the Jump interference immunity or whatever it's called might be bugged? because im still taking hull damage, antimatter loss, and jump interference after ive researched it.

Reply #80 Top

I think it's pretty funny how the Loyalist Titan has its jump ability with the apparent (?) intention of synergy with Maw, except it will never survive to level 6 to use Maw and instead the Jump is really so that when you have to run away you have a slight chance of making it out of the gravity well - unless, well, clouds of corvettes are chasing you. I think a slight cooldown reduction on spawning a phase stabilizer and slight buff to health/damage (as already brought up lots of times) is what it needs.

Reply #81 Top

Quoting leo81792, reply 79
Has anyone noticed that the Jump interference immunity or whatever it's called might be bugged? because im still taking hull damage, antimatter loss, and jump interference after ive researched it.

It reduces the damage rather than negating it completely.

I like the tax boost idea but it should probably be limited to the titan since its supposed to replace your capital and TBH you dont really need a credit income if youre razing more than just a couple planets.

Desperation is actually fairly good on its own. The problem is that the base stats of the titan aren't good enough to take full advantage of it. IMO most of the problem is with its health and shields though I would say that a small buff to weapon damage or something would probably be a good idea. One of the biggest problems with Desperation is that its not really awesome until the last level and most of the time the VLT wont even get to level 6 since the VL's are so capital heavy as far as fleet composition goes. Perhaps, rather than the passive damage resistence buff (which is really rather insignificant overall as of now) the titan could receive a boost to shield and hull regen rates instead. The VL's already get a significant boost to passive hull repair rates so this could actually make a difference if done right.

My overall proposed fix for Desperation is this:

1. Make it an AOE passive that gives a reduced version of the ability to all friendly capital ships within the radius of the ability. Ideally the effects would be about 1/3 as strong for the capital ship buff as that which applies to the titan. This of course would have to be balanced so that its not a floor wiper, and also so that its not totally insignificant.

2. Increase the amount of damage resistance the titan receives from the ability. Perhaps base it on whether or not you have any colonized planets? ALTERNATELY, give the titan a boost to shield and hull regen rates while under fire (NOT stacking, would increase with level).