101 reasons/solutions why the ca'anians arent masters

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Wv_Hawk_vW
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101 reasons/solutions why the ca'anians arent masters

Postby Wv_Hawk_vW » Wed Jun 13, 2012 5:40 am

One of the things that came to my attention when i was re-examining the game was that the ca'anians improperly labelled as the masters of defense; all they have, as far as i can tell, is a few ships with resist, several ships with targeted damage, and energy drain up the wazoo. here's a few suggestions i have for making them better at defense, most of which come from other races.

in addition to drain, add in generation nullification, which actually reduces your opponent's energy generation. ~original

throw in a few ships that give your base resistance. ~technomancers,

add in some ships with a +health CIP. ~xyloxis

duplicate regrowth. ~mith'ri'aeil

toss in a few ships that have heal-all abilities. ~rivi'i

add retalliate. ~humans

repeatable buffs. ~caes'cix

give them a weaker version of white channeler. ~rift demons

there, all the races have pitched into making the ca'anians a little bit more like their title says they are: masters of defense. anyone else got any ideas? reasons as to why they arent defensive are also acceptable, lets see if we can get to 101!
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby PenneyRZ » Wed Jun 13, 2012 5:54 am

Make Fortify hit all allied ships instead of just 1. Cost it at like 3.

Make Weaken do -1/-1 to enemy ships not targeted by it.

Change Repair to target a ship AND the base.

Make Freighter do what I said it should do a long time ago, -2/-2 to 3 ships in front on CIP.

Tarynn'Ixia doesn't have regeneration ability, instead just absorbs 7.

Carrier Dorgan Spawns give nearby ships +0/+2 instead of damaging enemy base for 2 on CIP.
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby flareghost » Mon Aug 20, 2012 3:16 am

Wv_Hawk_vW wrote:in addition to drain, add in generation nullification, which actually reduces your opponent's energy generation. ~original


i oppose otherwise you truly could lock people out of energy.
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby space-mariner51 » Mon Aug 20, 2012 8:23 am

flareghost wrote:
Wv_Hawk_vW wrote:in addition to drain, add in generation nullification, which actually reduces your opponent's energy generation. ~original


i oppose otherwise you truly could lock people out of energy.


There are 2 sources of energy: ones that you can attack (structures), and ones you cannot (base generation, artifacts). Locking out energy is impossible, but you can cripple the enemy if they lack energy.
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby Ginger88895 » Mon Aug 20, 2012 12:40 pm

I'd like to see all CA ships have at LEAST 1 resist. Can lower defense and attack a little for this. This'll make CA stronger.
Don't add energy generation nullification. CA doesn't deal with energy generator IMO.

space-mariner51 wrote:cripple

In fact, yourself will be crippled.

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Re: 101 reasons/solutions why the ca'anians arent masters

Postby flareghost » Thu Aug 23, 2012 3:54 am

i don't know it it was implying having a lot of def points
CA does have many ships with 40+ def points,
a few 25s and the small ships with less,
and i do realize if you count the 40+ def ships
RV does have more, but RV also has like 2-3x more
ships than CA, i don't know i guess you're right
they can make do with more def, but then
won't you get to a point were their def is so op
that you would then have to nerf their att,
and just a whole bunch of other messes too
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby Ginger88895 » Fri Aug 24, 2012 2:07 am

CA is very unstable. I have 2 reasons.
1. See that unstable freighter?
2. CA ships are bad at ewar. They only do artillery, which against a hiraga that could havoc their own ships with the support of 2 akatas on that side. Also, those highly advanced ships, have quite less defense (relatively). Though the tarry is very very stable, other ships don't stand a chance. Like exion'exus, my breaker broke exion'exus into pieces. 8+2-3=7 dmg per turn is enough to let exion cripple and being overwhelmed. (Anyway, a fresh exion'exus may break breaker, but it costs 1 more energy, which is critical in some situation)

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Re: 101 reasons/solutions why the ca'anians arent masters

Postby Wv_Hawk_vW » Fri Aug 24, 2012 3:35 am

gingers right. exion'exus is weaker than breaker, yet pricier, though i don't really understand what he means by unstable.
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby flareghost » Fri Aug 24, 2012 5:03 am

well if we are taking about oddity i noticed with XY

terror mage
8 :xy: 2 :rl:
elite commander
12/40
opposing ship loses 2 att and def when launched
0: target ship loses 2 att and def, this ship gets -1/-1

thunder mage
10 :xy: 2 :rl:
elite commander
12/36
deal 5 damage to opposing ship when launched
0: deal 3 damage to all opposing ships and base,
but does not attack this turn

cost less and better; efficiency, i likey :.) If a terror mage
was facing a thunder mage, i would have my money
on the terror mage in most cases
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby Ginger88895 » Mon Aug 27, 2012 12:54 am

XD
No, i never touch that thunder mage, though red is quite more mighty and may scare your enemies (that happens really rarely)
Of course, thunder mage is very bad.

Pheonix
9 :hu: 2 :rl:
legendary battleship
flak 2 (maximum 16)
reshuffle when die
3 :hu: : flak 3 (same as thunder mage)

thunder mage is pricer but doesn't seem have any avantage at all, except:
1. active does not cost energy, but if you can launch thunder mage, i don't think have any shortage.
2. can avoid being destroyed by spark when it's launched, and can take out some really small targets, like prismatic spark.

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Re: 101 reasons/solutions why the ca'anians arent masters

Postby flareghost » Mon Aug 27, 2012 1:52 am

Ginger88895 wrote:XD
No, i never touch that thunder mage, though red is quite more mighty and may scare your enemies (that happens really rarely)
Of course, thunder mage is very bad.

Pheonix
9 :hu: 2 :rl:
legendary battleship
flak 2 (maximum 16)
reshuffle when die
3 :hu: : flak 3 (same as thunder mage)

thunder mage is pricer but doesn't seem have any avantage at all, except:
1. active does not cost energy, but if you can launch thunder mage, i don't think have any shortage.
2. can avoid being destroyed by spark when it's launched, and can take out some really small targets, like prismatic spark.


i believe you can also buy it in the shop,
which would be a benefit since you don't have to
complete achievements and such to get it.

but i noticed the wiki seems to suggest that it has
been dealt with for the HDx version,
just not updated for HD:S

also CA also is lacking in ship choices,
if CA is not you starter race and you try to make
a CA deck you basically used up all their ships
in your deck
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby Ginger88895 » Mon Aug 27, 2012 9:20 am

CA is the race with the LEAST cards available.

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Re: 101 reasons/solutions why the ca'anians arent masters

Postby space-mariner51 » Mon Aug 27, 2012 9:21 pm

Ginger88895 wrote:CA is the race with the LEAST cards available.


Does that include all of the new alpha cards?
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Re: 101 reasons/solutions why the ca'anians arent masters

Postby Ginger88895 » Tue Aug 28, 2012 7:49 am

NO.

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