Addition #3
My responses are underlined.
Getting back to suggestions:
I. About Shiva
1) AoE damage distribution - that's my point. Did you see it's file?
I still think that's it's underpowered due to bad EMP effect. But I won't bother you with this anymore, just show dry numbers and say some facts.
Why LR damage always better than close range? In vacuum of space we have no air and rocks to reverse blast power back again. The blast will be most dangerous on impact and in closest range. Almost full power of warhead will be concentrated there.
I suggest to make Shiva to damage all targets in its area of effect, (allied or not) like in original game (Starbase red button). If some of your ships were close enough, so they will be crippled or destroyed as well.
About damage tab. So, I suggest to do so:
Damage 1st lvlPoint blank(100)->4700 --- (Impact. Highest damage) (I'd buffed it to 4900 to annihilate some types of small targets completely. I see your tendency to add +400, but there are reasons to change it. You have one.)Close range area(300)->1000 --- (Blast area, where you can see flash and wave. Also, fast moving debris.) (To damage closest small ships)Medium range area(1500)->100 --- (Large number of fast moving debris)Long range area(2500)->50 (Fast moving debris.)
Damage 2d lvlPoint blank(100)->5100Close range area(300)->1000Medium range area(1500)->250Long range area(2500)->50Damage 3d lvlPoint blank(100)->5500Close range area(300)->1000Medium range area(1500)->350Long range area(2500)->50Damage 4th lvlPoint blank(100)->5900Close range area(300)->1000Medium range area(1500)->450Long range area(2500)->50
Also, looks like Shiva doesn't damage enemy fighters and bombers even where they're inside of blast. Check it and fix, if you can, please. Then long and medium range effects will be dangerous at least for small crafts.
I'll play you're little game Unlike what you believe, nukes are in fact less effective in a vacuum than in an atmospheric environment. To avoid boring you, the main contributor to initial destruction (the heat waves and the shock waves) are reliant on particles to deliver the energy to hurt even a human being. Space in most respects lacks a medium of particles to carry this energy, so unless the ship was extremely close then its possible for very little damage to put it out of commission. So be happy that the team didn't follow RL physics and reduce its size to the point it does nothing.
Unfortunately, EM Pulses are unrestricted by particles, and perform arguably even better because there are no particles to absorb that energy or reflect it somewhere else. That's the most likely case why they are still used by the UNSC in space. I'm not certain of RL physics, but an effect which can disable a number of capital ships, hell entire fleets would be complete over-powered in balance. Fire one at a fleet, and fire another to stop them from moving... attacking... doing anything at all (it happened to me in the previous release, it was not fun).
2) AoE EMP effect distribution. See extras from game file below
First of all, I suggest you to make it dangerous for all. Equal debuff for both friend or foe.
Also, add debuff for all small crafts (bombers and fighters) in area of effect.
De-facto all ships are shielded from EMP, because they're nothing other, but metal boxes. If you're far enough from impact, so everything will be OK. Thick metal layer (aka Hull) is a good shield for all inner systems... But external delicate equipment like sensors and targetting systems will be (if not hardened) disabled at least for some time, if blast was too close. If EMP emitting is intensive, like in point blank and in closest area, then you'll have a good chance to witness total sensors blackout. You'll have to perform vast repairs or at least make system restart after emergency shutdown. Perhaps some of your weapon will continue fire (manual mode), but accuracy and recharge rate... in short: blind fire. On perephery effect is low, due to low EMP intensity. Little effect.
I suggest:
WeaponCooldownPoint blank(100)->75% (Extremely intensive EMP. Repairs or restart inevitable... Weapon fire manually and malfunctioning. UNSC should see if their ship AI is alive)Close range area(300)->50% (High EMP. Bad damage.)Medium range area(1500)->10% (Ripples on the screens, bad interferrance)Long range area(2500)->5% (Ripples on the screens, interferrance)LinearMaxSpeed (No changes)Point blank(100)->-20%Close range area(300)->-10%Medium range area(1500)->-5%Long range area(2500)->-5%LinearThrust (No changes)Point blank(100)->-20%Close range area(300)->-10%Medium range area(1500)->-5%Long range area(2500)->-5%
This was probably done because the AI is dumb. If this was done, in point-blank range they'll wipe out their own fleet as well on as their foes. If they had the EMP effect you're suggesting, then battles will slow down to a crawl, and just as everyone's ready to fight another nuke gets launched. I admit, I don't know why strikecraft aren't already affected, maybe an oversight nobody reported (*cough cough* orange UNSC structure *cough cough*). But whatever, I'm no mod.
About frigates
I'm not quite sure about Stalwart-class, but Charon and Paris share same reactor and MAC. I suggest to make Charons (and counterpart) without bombing damage, but with bombing ability instead. Then, you have to buy these ships, but not spam them like Parises with same MAC damage. Also, Charon should have worse armor and HPs.
So let me get this straight - we get rid of the AI's favourite unit (siege vessel), double it between two units and then we're all good? I think not. I'm not sure if you remember the dreaded SDV spam, but that was caused because the unadaptable AI loves to spam siege warships and carriers. At the time, it was both. Take any of those away, and the AI will kill itself because we took its favourite toy away. I'm all for a broken AI which cannot expand, aren't you?
About Dodge Effects
I know how it works and I have experience, that's why in Halo aesthetics high values of dodge won't be looking good. But dodge below 30% definitely won't make some kind OP from frigates... Just additional reason to buy them as cavalary in late game. Or... Halberds/Halcyons spam against AI.
Balance is not only adjustment of something to something, you know.
I'm... not sure how this would affect the game. The devs have to answer this (even though they did before).
About Diplomatic machineguns
And how they will crush dangerous asteroids and screw pirate scum without an escort? Yes, in gameplay it's alomst useless (blow some fighters from single ship, when immunity used), but it's a nice feautre an it's logical.
I'm against the ability. As soon as you give that to a player, it'll be spammed along with Saharas because they can't be damaged (worst case scenario). If its going to get attacked by pirates then why the hell are they without an escort anyway? Diplomats taking up arms is illogical, and getting diplomatic points for attacking their structures makes absolutely no sense.
Suggestions about Strident-class heavy frigate
Disclaimer: Not a spoiler, you've included this into release by your own hands.
So... The only UNSC shielded frigate... Thin hull in exchange for 500 shield + shield restore ability as some kind of analog for 'emergency repairs'? Hope so. Durability is very important, because of enemy's aircraft spam. Flank attacks are good only if you have enough number of attackers.
Weak offensive weaponry, but better than Paris.
MAC on 1500. Archers on 150. Helix a little bit better. Hope with all researches overall result would be better.
Now 25 cap cost?! Jesus, Eion wants 20... Hope you'll change your mind about that.
8 level. Far far late game. Not too far for a frigate? I suggest 6.
Someone else can answer this, I'm not aware this was even added in yet.
P.S. Read your comments. Let me leave it without answer. Let's say only that I've spent enough time to take a whole picture.
Asymmetrical changes are bad, if not say deadly, but these suggestions regarding only UNSC as my favorite faction. If you have them, you may find some worthy ideas by yourselves and implement some corrections to the Covenant too. Or not... I've already said that's my mind and my suggestions. You may hear them or not.
I've played for Covenant too (some times)... I saw it's advantages and disatvantages from both sides. I'm sure that this factiom in nothing else, but the pure evil in right hands. I doubt that some additional features and improvements to the UNSC will ruin Covenant's instant superiority. As I said, now the balance lacks features, but it's pretty good for Alpha. I hope you will make your way to Beta and further releases in right direction.
Both factions are evil if they are placed in the wrong hands. Someone can take advantages of the UNSC's insane economy strength, quick fleet build speed and planetary defenses to wipe out a Covenant fleet at a fortress world before launching a counterattack to take out their relatively-underdefended worlds. Thats what the UNSC AI did against me, and it stalled me for a while before I could resume my campaign. Likewise, an experience covenant player can divide their fleets up to launch a multi-attack campaign on you. Anything that gives either faction a clear advantage will become a slaughter for the other.
Relating to you're Infinity MAC damage upgrade, I would hate that to be in. I've already had enough with the Infinity soloing my fleets, let alone anything that could make them even more powerful.
That's my two cents about your suggestions. A few things I had no idea were in, but as a Covenant player I'm obviously biased against you're suggestions to make them even more powerful. I suggest you be less hostile to other users. If you're going to be part of this community, you can't scare off new users. Especially openly saying they're wrong and to 'ignore my posts' ain't going to resolve it. Change your attitude, or one of the mods will deal with you (not that you haven't pissed off a few of them in the past).