Fix known bugs and mini-dumps.
Improve fighter acceleration, deceleration, and turn rate, so they can make an attack pass, come around, and attack again more quickly (if necessary, reduce weapon cooldown time so they can fire more often if they need to)
Idk how I feel about this yet.Attach Point Defense Systems to all capital ships; damage values identical to flak frigates at level 1 (values double by level 10):
Four banks on Carriers and Dreadnoughts (Carriers get a fighter screen, Dreadnoughts have a dual purpose that other capital ships don't have)
Six banks on Battlecruisers (one battlecruiser = 1.5 flak frigates at level 1)
Eight banks on Battleships (one battleship = 2 flak frigates at level 1)
I disagree with adding more banks like that.
Buff the Kol:
In addition to its current damage, Flak Burst shells are now loaded with chaff, reducing strike craft accuracy by 4/8/12/16% for [x] seconds; stacks twice; additional hits refresh; range increased from 3000/3380/3760/4140 to 3700/4080/4460/4840 I was the one who originally suggested this, so I'm not overly opposed It may well not be needed with the other buffs though.
Adaptive Forcefield now passive; reduces damage by 10%/17%/22%/27% and increases Phase Missile block by 17%/30%/40%/52% (amounts derived by averaging the ratio of uptime to downtime of existing Adaptive Forcefield values) AFF needs to get values nerfed, not just averaged. Remember, it no longer has AM which was the main concern before.
Gauss Rail Gun no longer slows the target; instead:
Ignores shield mitigation I don't like this and even if I did, it isn't possible currently.
Passive regeneration disabled (acts as an antimatter reducing ability and shield/hull DoT) for 30 seconds In line with what I've suggested before, but as with before, I suggested 10/20/30/40 because it gives the player more incentive to upgrade it.
Telekinetic Push range increased from 4200 to 5000 I can't remember if I ever stuck this in RR or not. I meant to though...
Buff the Radiance:
Now hosts squadrons like a battlecruiser (squadrons at levels 1, 5, and 9) because it lacks a fleet-defense anti-strikecraft ability (this honor goes to Telekinetic Push) No.
Energy-Absorptive Armor: no longer increases base armor; now does either one or both of the following (thereby solving the problem of the Radiance's lack of offensive power AND its lack of durability):
Increases damage output by 5/10/15/20% per attack received, up to a maximum of 50/100/150/200% bonus damage; lasts for 30 seconds; each hit refreshes
Reduces incoming damage by 5% per attack received, up to a maximum of 30/45/60/75%; lasts for 30 seconds; each hit refreshes
Very interesting, but really it sounds just like Desperation on steroids...
Buff the Revelation:
Clairvoyance now reveals all mines in the target system for the duration Not what I'd prefer, but it is better than nothing.
Guidance now provides one or both of the following bonuses to the Revelation and all friendly units in range (I'm on the fence as to whether or not it needs to be active or passive, so I've listed both active and passive suggestions; but the reduction to ability cooldowns has got to go, regardless):
If passive, reduces antimatter costs by 10/20/30/40%; if active, reduces antimatter costs by 40% for 15/25/35/45 seconds Now it sounds like Flux Field. I'd rather it do something different. Honestly, were it not for the amount of work involved, I think making it a remote Overcharge as Zombie is currently implementing for SotF may be the best way to go.
If passive, increases bombardment damage by 10/20/30/40%; if active, increases bombing damage by 40% for 15/25/35/45 seconds Maybe bombing cooldown. This is probably what'll end up in RR unless I find the time to implement the aforementioned (or Zombie is nice and lets me copy).
Buff the Antorak Marauder:
Phase Out Hull: damage/healing scales (100/200/300/400) I think my original suggestion was 200/400/600 but then the devs only did 200. I've honestly never been satisfied with this idea of heal/damage on this ability. I prefer what I have RR now as it fits the Vasari more and is more useful IMO.
Distort Gravity:
Range increased from 5000 to 7000 (just short of Targeting Uplink [8000]) Okay I suppose. Kinda apathetic as this ability is already quite good but I know why you would do that.
Phase Jump Departure Range becomes Phase Jump Chargeup Rate (because you're in bad shape if the ability ends before you jump) Actually it might end if the Antorak jumps first. I think that is the main issue.
Subversion: Before you jump on me for my suggestion here, note that Embargo does basically the same thing at max level AND gives you money; my suggestion for Subversion increases the DURATION of an effect that Embargo builds up to as it levels
Reduces ship build rate by 100%
Reduces structure build rate by 100%
Reduces planet upgrade rate by 100%
Reduces population growth rate by 100%
Reduces planet health restoration rate by 100%
Duration: 60/120/180/240 (ends if Marauder leaves the system)
I've come up with a few things like periodic damage to structures and various debuffs to the planet, but what I eventually settled on in RR:R was a planetary AoE where it doesn't just debuff the planet you are currently at. It debuffs the neighbors as well, making it more effective for deep strikes and combos very nicely with my change to POH.
Nerf Starbase Mobilization in such a way that the following conditions no longer apply:
Can be constructed in the rear, fully upgraded, and then sent straight to the front, without any ability to stop it
Enemy units cannot escape from it without being significantly weakened (owing to Jump Destabilization -- although here, I feel the antimatter loss is far more severe than the health loss)
Can be spammed by players who pour money into their economy
The first is easily solved and is something I'm working on now. I got it to work today where Stabilize Phase Space would allow the Orky to temporarily jump, but I then realized that I'd accidentally made it work even at level 1 POH, so I need to fix that. Will probably happen tomorrow.
The second is more of an issue. I myself am vehemently opposed to making Orkies take up fleet supply. Quite frankly what I would be okay with however would be if upgrading them to have phase drives made them drain, say 10 credits/second untaxed per jumping Orky, meaning that even an eco player would have them in limited supply especially if they fleeted up. For the record, the 10Cr/s was an arbitrary one. It can be adjusted as needed.
Nerf the Corsev (though I have no idea how) See RR for my method.
Buff the Rankulas (if anyone has ever played Warcraft III, this capital ship is basically the equivalent of the Beastmaster hero, so it should be viable). I agree but don't know how because it is really powerful early-game.
Break the link between Pulse Gun research and Pulse Beam research (after all, there is no link between Pulse Lasers and Beams in the TEC tree) Pulse Guns and Pulse Beams may both be particle weapons where one is just a sustained beam whereas the other is a projectile. Beams for the TEC and Advent are presumably particle beams which clearly doesn't overlap with laser tech.
Discuss.