Balancing

I'm working on a mod currently but it involves making some significant additions to the game.  For this reason, I am going to need to balance some systems, but I figured I'd want to go ahead and balance some other things while I'm at it...

Ideas (some affect the same ship and combined would make it OP so please tell me which would work better):

1. Increase Power of Guass Cannon for the Kol by 15%.  (The shield is good, but flak is too short ranged so you need something else there...)

2. Modify Flak Burst.  I would increase the range by 40% and would decrease the damage by 25%.

3. Modify Radiation Bomb.  I would significantly increase the instant damage while decreasing the DoT, thus making it far more deadly against a single target.  It is after all, a nuke.  (Oh, and change the explosion to be something A LOT bigger.)

4. Slightly buff Cleansing Brilliance.  I would increase the length of the beam by 5% and make it so that it can punch through targets and keep going (like it would if it was real.  It is an axial cannon.  Axial Cannons=big boom.)

5. Increase damage propagation by malice to 40% (first it was 70, then 30, so I picked something in the middle)

6. Increase the number of SC the Sova gains per level by .1

7. Decrease firing rate by 5% for the Illums.  (They are just a tiny bit OP IMO)

8. Increase the targets for Phase Missile Swarm.

9. Modify Scramble Bombers.  Make it so that with each level, the number of squads released is increased by one (2,3,4 squads released)

If you guys have something else you would like to see, please tell me.  I have my own playstyle and but from other perspectives, one of my suggestions may seem OP...

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1: Would rather keep damage as it is but add an effect to target of -1/-2/-3 armor per lvl of gauss gun. The abilaty says it penetrate armor so it shoudl leave a hole behind and a hole whould mean a weak spot that will recive more dmg.

2: Flak burst is just fine as is.

3: Radiation bomb already deals abysmal AoE damage since the radiation only lingers for 5 seconds. So you barely caussing 100 hp dmg to sourounding ships not counting mitigation.

4: It already hits all target inside it's cone and even if the beam visual effect stops at teh targeting ship all ship in the part of the cone will recive that damage. I would bring down the cool down on it.

5: I've had people using malice it<'s still very powerfull at 30% but we can try 40%.

6: This was discued int he carrier cap thread.

7: Shouldnt touch the lums weapon to much. What it need is eitehr a decrease in overall HP or and increase in cost. I favor HP decrease.

8: Hard one to say. It's a very spammy abialty, First they shoud make the so called phase missiles into real phase missiles first.

9: Again Carrier caps discusion thread.