A small update today to add a quality-of-life improvement, balance adjustments for missiles and point-defense and other items.
Added visual range circles for defense structures during placement.
Fixed bug that prevented missiles from retargeting (still requires requisite tech unlock).
TEC
Garda Flak Frigate: increased each turret’s pitch/yaw firing tolerance by 150% to better track enemy missiles/strikecraft. This will greatly improve their ability to engage off-axis missiles such as those fired by the Tempest, as well as improving their ability to target missiles that are very close to the Garda.
\[Reinforcements DLC] Takadaran Command Ship
The Takadaran is intended to act as a force multiplier for the smaller units fielded by the TEC Enclave in the mid and late game. Increasing the magnitude of both its defensive and offensive support abilities should help it, and by extension fleets of frigates, cruisers and corvettes, remain relevant even in high lethality late game battles.
Hold the Line ability updated:
Ship damage reduction increased from -10%/-15%/-20%/-25%/-35% to -20%/-30%/-40%/-50%/-70%
Structure damage reduction increased from -20%/-25%/-30%/-35%/-45% to -40%/-50%/-60%/-70%/-90%
Magnetic Overshield damage prevention increased from 40%/50%/60%/70%/90% to 50%/60%/70%/80%/100%
This should help the Takadaran’s build variety by providing both greater returns on a single ability point investment in Magnetic Overshield, as well as allowing a full five point investment to completely mitigate incoming damage against the ship’s Shield, Armor or Hull while active.
Coordinate ability updated:
Corvette cooldown changed from -0.15/-0.2/-0.25/-0.3/-0.4 to -0.1/-0.2/-0.3/-0.4/-0.5
Frigate cooldown changed from -0.1/-0.15/-0.2/-0.25/-0.35 to -0.1/-0.2/-0.3/-0.4/-0.5
Cruiser cooldown changed from -0.05/-0.1/-0.15/-0.2/-0.3 to -0.1/-0.2/-0.3/-0.4/-0.5
Corvette linear speed bonus changed from 0.05/0.1/0.15/0.2/0.3 to 0.1/0.2/0.3/0.4/0.5
Frigate angular speed bonus changed from 0.1/0.15/0.2/0.25/0.35 to 0.1/0.2/0.3/0.4/0.5
Cruiser ability cost bonus changed from 0.15/0.2/0.25/0.3/0.4 to 0.1/0.2/0.3/0.4/0.5
Updated new TEC portrait images (previous were older versions of the hand-painted redos)
Advent
Added ability for purchased Gauss Defense Platforms to gain shield burst and regen (via Advent synergies).
Added ability for Phase Jump Inhibitors to gain shield burst/regen (via Advent synergies).
Vigilis Sentinel: increased each turret’s pitch/yaw firing tolerance by 150% to better track enemy missiles/strikecraft. This will greatly improve their ability to engage off-axis missiles, such as those fired by the Tempest, as well as improving their ability to target missiles that are very close to the Vigilis.
Tempest Frigate: Missile damage reduced from 20 to 18 (-10%)
The Tempest is greatly overperforming - while PD changes will help to prevent it being a dominant pick, a damage reduction is also warranted to reduces its overall lethality when massed.
Vasari
\[Reinforcements DLC] Anarkul Command Ship
Countermeasure Pulse ability: added pierce value of 60 at all levels.
Junsurak Warden: increased each turret’s pitch/yaw firing tolerance by 200% to better track enemy missiles/strikecraft. This will greatly improve their ability to engage off-axis missiles, such as those fired by the Tempest, as well as improving their ability to target missiles that are very close to the Warden.
Increased range of ultra-light phase missile from 5100 to 7200
Point Defense Pulse Guns:
Decreased cooldown from 1.5 to 1 second
Decreased damage from 6 to 4
Increased range from 5100 to 7200
The Warden’s point defense guns were underperforming against the Tempest - faster firing PD guns with unchanged final damage per second greatly improves the Warden’s ability to suppress Tempest attacks despite having relatively few guns for a PD unit. In addition, longer range allows the Warden to screen for the Vasari fleet more effectively from a static position - this will further differentiate it from the short range but mobile Sulsurak Defensor.