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Sins 1.04 preview

Sins 1.04 preview

As some of you know, 1.04 has been split into two updates in order to get an update out sooner that has taken recent feedback from players and evaluated what changes should be made.

Here is a preview of what we have:

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Sins of a Solar Empire v1.04 Changelist
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Gameplay / Balance:
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-Market value changes:
 -Ratio of buy/sell is now 2:1 instead of 3:1.
 -Min price now 200 instead of 80.
 -Boom/crashes now last ~twice as long.

-Multiple instances of the Embargo planet debuff from the same player no longer stack.

- Capital ships
 -All non-Colony capital ship top speeds increased from 500 to 525.
 -All Colony capital ship top speeds increased from 400 to 475.

- Siege Frigates:
 -Build costs decreased by ~15%.

- Javelis, Illuminator, Assailant:
 -Linear acceleration decreased from 200 to 150.
 -Top speed decreased from 800 to 500.
 -Range decreased from 130% to 115% of 1.02 ranges.

- Illuminator:
 -Hull points increased from 520 to 620.
 -Shield points increased from 450 to 550.
 -Attack type changed from CAPITALSHIP to ANTIMEDIUM.
 -Front bank damage increased from 33.8 to 65.
 -Side banks damage decreased from 33.8 to 26.

- Defense Vessel:
 -Reduced cooldown by 45%, damage reduced proportionally to maintain DPS.
 -Fleet supply increased from 3 to 4.
 -Now properly benefits from Advent laser research topics.

-Attack types
 -AntiVeryLight chance to hit bombers decreased from 85% to 75%.
 -AntiVeryLight damage vs Light armor decreased from 100% to 75%.

-Map Balance of Power fixed to have less Heavies and populated desert worlds.


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Graphics:
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Sound / Music:
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AI:
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-Fixed minor bug in Unfair AI not behaving quite correctly.
-Fix bug where AI would retreat from his homeworld or last planet.
-AI is likely to gang up on the leading player in Easy or Normal.
-Misc tweaks.


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Networking / Multiplayer:
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-Fixed minor bug in ico-join game screen where fleet size display was incorrect.
-Improved in-game chat text entry:
 -Escape no longer clears the chat buffer when closing the window.
 -Sending whispers is remembered (don't have to retype the whisper when sending again).
 -Sending to allies is remembered (don't have to retype /a when sending again).
-Chat string and colors changed.


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UserInterface / HUD:
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-Fix map names for Backstab and Balance of power.


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Modding:
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-Entity name lookup is now case insensitve.


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Misc:
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-Fix for saved games not respecting custom game options.


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End
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Now, bear in mind, this isn't the end-all be all update. The goal is to get something out, possibly this week and then do more later.

For single player games, the main change is in the computer AI not being quite so nasty at easy levels but being tougher at harder levels.

Most of the rest will affect multiplayer where unit balance between the 3 races is more sensitive.

199,941 views 222 replies
Reply #76 Top
It would be nice if we got some Culture fix which makes it useful and for crying out loud, buff Disciples because they are terrible.
Reply #77 Top
Will this also include a fix for the minidump and crashes with the Nvidia cards?

I haven't been able to play much thanks to school so I don't know how significant these changes are. All I care about are the minidumps.
Reply #78 Top
I wish they would fix the basic technical issues (like no sound at all) instead of tweaking the gameplay but hopefully that is coming in a full patch soon.
Reply #79 Top
Crashes with Nvidia cards is an issue for Nvidia to fix, and they promise that it's resolved in their upcoming driver release. We can only hope :P
Reply #80 Top
- Illuminator:
-Hull points increased from 520 to 620.
-Shield points increased from 450 to 550.
-Attack type changed from CAPITALSHIP to ANTIMEDIUM.
-Front bank damage increased from 33.8 to 65.
-Side banks damage decreased from 33.8 to 26.
End of quote


This sounds like a great benefit to Advent.

What exactly is ANTIMEDIUM? Is that cruisers? How will the new and improved Illuminator do against LRMs?
Reply #81 Top
The capital damage made it unique, and better late game.
It's STILL going to be the worst LRM early and mid game I'm quite sure.
End of quote


I could be wrong but I don't see how illums will have any use compared to the others lrms now.
End of quote


Illums where the worst of the LRMS to start with, why do they get hurt the most? o_O
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(from your post re: the 1.03 changes to Illums)

1.03 illums are really bad. You're comparing these new changes to them, not the good late game but still pretty bad early game 1.02 illums.
End of quote


Inno, sorry if you think I'm putting words in your mouth...but from what I've seen you say in IRC, plus some of the quotes above you make your opinion clear. Heck, in your NEXT post you say "1.03 illums are really bad".

I think the community agrees with you too! All the LRF's got hit in 1.03, and I AGREE, Illums got hit the hardest. This patch is going to give Illums a big boost in overall damage and survivability, but your comment in the forums was:

The change to having the front beam do the majority of the damage is good but the rest is ugh.
End of quote


Give it a chance and try not to be so negative. =)

Reply #82 Top
I was hoping to see the particle disappearance bug be fixed.
End of quote


According to IC "it doesn't exist", since they can't reproduce it. I guess the entire community is delusional then.
Reply #83 Top
Loving the suport for this game! Keep it up ^^;
Reply #84 Top
I'm actually salivating that the Illuminator is getting an increase in weapon and shield strength.

I've been winning a lot of games lately with Illuminator spamming and this is going to help even more. I'm not sure about the decrease in speed though. That worries me just a little bit.

The only thing I want to know is, what exactly is ANTIMEDIUM? Is that cruisers? Will this new Illuminator do well against LRM spamming?
Reply #85 Top
This sounds like a great benefit to Advent.

What exactly is ANTIMEDIUM? Is that cruisers? How will the new and improved Illuminator do against LRMs?
End of quote


ANTIMEDIUM is the same damage type as Javelis and Assailants, used for killing Cobalts, Disciples, Skirmishers.

Illuminators will do better against LRMs than they used to (100% instead of 75%), but still won't come out on top. However they will be much, much more effective against Cobalts now (150% instead of 100%), giving you a tool against Cobalt spamming TEC players -- assuming you can get to Military 3 before you die. While they lose a little against Heavy, Very Heavy, and Capital damage types (75% instead of 100%), they are gaining more damage overall, and a stronger front battery for focus fire, so it should pan out.
Reply #86 Top
You know...I was just thinking, if you use micro and run your Illuminators thru the LRM positions to exploit the LRM's slow turn speed while your side turrets strafe them, you might actually do ok against LRM's. It isn't a "counter" per se, just a way to even the odds a bit. Otherwise, pound for pound, the cheaper more numerous LRM's will win a straight shoot-out.
Reply #87 Top
ANTIMEDIUM is the same damage type as Javelis and Assailants, used for killing Cobalts, Disciples, Skirmishers.

Illuminators will do better against LRMs than they used to (100% instead of 75%), but still won't come out on top. However they will be much, much more effective against Cobalts now (150% instead of 100%), giving you a tool against Cobalt spamming TEC players -- assuming you can get to Military 3 before you die. While they lose a little against Heavy, Very Heavy, and Capital damage types (75% instead of 100%), they are gaining more damage overall, and a stronger front battery for focus fire, so it should pan out.
End of quote


So, what is the penalty (or actual damage) to a TEC LRM caused by an illuminator? And what kind of damage can a TEC LRM do to the Illuminator?
Reply #88 Top
Cykur, thanks for pointing out how you're putting words in my mouth.

Light frigs weren't good at killing LRMs either, but that didn't make them a bad unit.

You know...I was just thinking, if you use micro and run your Illuminators thru the LRM positions to exploit the LRM's slow turn speed while your side turrets strafe them, you might actually do ok against LRM's. It isn't a "counter" per se, just a way to even the odds a bit. Otherwise, pound for pound, the cheaper more numerous LRM's will win a straight shoot-out.
End of quote


the illums more and turn just as slow as the others. And lrm turn speed isn't THAT slow , really, and their firing arc is very very big.

But microing to make side beams fire is just going to be 4dps.
Reply #89 Top
So, what is the penalty (or actual damage) to a TEC LRM caused by an illuminator? And what kind of damage can a TEC LRM do to the Illuminator?
End of quote


Both Illuminators and LRM's are both ANTI Medium with Light armor. They both do 100% damage to each other.

LRM's are better at shooting things from range, and Illuminators are better when you fly a bunch of them in close to a bunch of other ships.
Reply #90 Top
Both Illuminators and LRM's are both ANTI Medium with Light armor. They both do 100% damage to each other.LRM's are better at shooting things from range, and Illuminators are better when you fly a bunch of them in close to a bunch of other ships.
End of quote


Thanks Cykur. That's exactly what I wanted to know.
Reply #91 Top
Attack types
-AntiVeryLight chance to hit bombers decreased from 85% to 75%.



Seems like this forces a TEC player to use the Akkan (Targeting Uplink/+15% chance to hit) to make the flak vessel/fighters viable vs opposing bomber formations.


-AntiVeryLight damage vs Light armor decreased from 100% to 75%.


I don't get the reasoning behind removing the only two semi-viable counters to LRMs. Guess I have to build a lot more Cielos to get my 25% back. :( 


Reply #92 Top
Cykur, thanks for pointing out how you're putting words in my mouth.
End of quote


I was quoting you. If you don't want it quoted, don't type it. =)
Reply #93 Top
any chance that you will give us the ability to change resources? IE before in 1.02, you could set the resource asteroid levels at low, med, high (high being 4 asteroids per major planet/colonizable asteroid/ice/volcano planets etc).

With 1.03, the resource asteroids were vastly reduced and no options to increase/decrease them. More than a few of us would like this option returned so we can decide per game how many resource asteroids there will be.

thanks!
Reply #94 Top
Cykur, thanks for pointing out how you're putting words in my mouth. I was quoting you. If you don't want it quoted, don't type it.
End of quote


You have trouble understanding what i was saying then..
Reply #95 Top
Honestly, I think this is a step in a good direction. I'm sure the original design of the game was for flaks to be used to just take out strikecraft and not as tanks to go up against LRMs. I'm quite certain that IronClad/Stardock are trying to move the units in the direction that they originally envisioned their usage.They want people to build carriers/scouts to kill LRMsThey want people to build flak to kill strikecraftThey want people to build light frigates to kill carriersThey want people to build LRM's to kill light frigates and be used somewhat like artillery.Although the changes don't include everything necessary to ensure this formula, it looks very obvious to me that they are trying to incrementally balance the game into that direction.The market change is a huge win and that was honestly the biggest problem last patch. Flak no longer is the soft counter to LRM. Change your strategies, people.
End of quote


Agreed
Reply #96 Top
The only thing I want to know is, what exactly is ANTIMEDIUM? Is that cruisers? Will this new Illuminator do well against LRM spamming?
End of quote


see kreulgor we were not tricking/lying to you in the other thread when stating theres damage/armour types..etc.






















Reply #97 Top
see kreulgor we were not tricking/lying to you in the other thread when stating theres damage/armour types..etc.
End of quote


I know. You're good guys. Well, most of ya anyways ;)
Reply #98 Top
i just think bombers need to be made way more powerful and carriers/drone hosts should carry twice the capacity of units and have flaks a little less effective.

Maybe also give advent a boost in resource collection vs Tec.
Reply #100 Top
I want a timer option that will end multiplayer games at a set time.

Not everyone has 5 hours to spare for an online game. Especially the hard working folks who have jobs.