MegaVolt

MegaVolt

Joined Member # 1323197
7 Posts 226 Replies 15,246 Reputation

What's wrong with the 35%? Yes, it's not THAT much but it is still a noticable increase. But by the time you spread your empire to other stars you own a LOT of planets anyway so you basically have unlimited money anyway. It also helps to have the home planet directly connected to a star. With only 2 jumps to other systems the planets there start with 80% or 70% or something like that.

6 Replies 5,560 Views

Don't feed the trolls ;) The only thing that really saddens me about the whole thing is that due to a lack of forum-reading by Frogboy, one of Kruelgors topics even made it to sticky status in the strategy section. Yes, it's his least stupid topic (actually it's even somehow remotely useful, but still way inferior to others overview topics) but feeding the trolls is always bad. That gives the troll even some credibility and is a very serious wrong sign to all people interested in having real

12 Replies 7,026 Views

The problem was never that siege frigs were too strong. They were not. They sucked all along with the way too high 12 supply. The only problem was that the AI would build them despite then having no more room for a real fleet and then losing miserably.

17 Replies 33,299 Views

Agreed with the refinery edit and partly with the cap edit. If XP is shared then gerneal XP level should be lowered a little bit (or easier: XP required for a level raised a little, like 20% or so). How much exactly do the refineries give right now? With a base value of 0.15 per resource in range (for 3-4 planets with an average of 8 resources) thats 1.2 resources per refinery which sounds reasonable, compared with the 2 credits per second of the much cheaper trade ports). Is the current

114 Replies 150,832 Views

I seriously hope this gets fixed soon. A new balance patch (at least some hotfix, it doesn't really need to be 100% perfect) should be doable in less then a day. Devs: Please bring a small hotfix soon ;)

13 Replies 23,635 Views

There is a cinematic mode (somewhere in the bar at the upper screen) that toggles the icons, screenshots are usually made in cinematic mode but it doesn't really work well for playing. And ... wow, Gef4 and Gef2. That's old. Great work SD and IC for having games run on such hardware at all ;)

15 Replies 5,108 Views

But the damage you list is NOT average damage. Average damage of 5 means that it sometimes does 4, sometimes 6 and it averages to 5. This is NOT how the game works. The damage displayed in the game is NOT average damage, it is ROUNDED damage. Big difference ;) Especially for strike craft. In addition to that, the plain damage really doesn't mean anything. Damage type and armor type are far more important and you are not listing these. Yes, they are not available as ingame info -

119 Replies 114,024 Views

Frogboy, could you please unstick this topic? The problem is that while the data provided is nice and simple, it is plain wrong. I'd also recomment updating ingame damage display with decimals but that is a design choice. At least on the forums the exact damage values should be dominant. Yes, I realize that there is another sticky with the correct data but with this topic also sticky and in first place and with the more eye-catching name, most noobs won't even realize that the data prov

119 Replies 114,024 Views

Strike craft are not really cost-efficient but they make for great hit'n'run. Another fun thing to do: Pair Advent carriers with the Guardien and its repel ability. Keeps your carriers safe while the strike craft deal damage. Still, flak will rip through that. Not to mention all the capital ship abilities that annihilate strike craft. In the end your strike craft will be gone and the enemy will kill your Guardians with his LRM.

56 Replies 22,200 Views

Quick fix: Only one Phase Stabilizer per system (or only one can warp stuff in, a global DA cooldown for the system). That way a vasari with 3 planets can't max his 2300 fleet supply within minutes but RA stays useful (if the empire is large enough to support many planets).

144 Replies 50,510 Views

Rounded values I can understand, having fractions there would look not as good. But having plain wrong percentage based numbers for ALL abilities based on them ... that's way worse then some rounding.

2 Replies 12,805 Views
Reply to Defense 101 in Strategy

Krugor, the skill description clearly states that it is +1 ships per squadron per level of the upgrade. Not more. Certainly not 100% increase. And this also can be confirmed quite easy in the game (thanks Rasit). Why are you constantly posting such wild claims on different topics when you obviously didn't put even 10 minutes reasearch time into it? And why with the really annoying attitude (like "I know you're not referring to my statement when I said there is Advent techno

49 Replies 22,465 Views

That's why I wrote "noobs had nothing to defend against them". There ARE plenty of things to do to kill siege frings and I never intended to imply that there are not. The only reason one has not enough units to kill any amount of siege frigs is that the guy playing doesn't know how to play the game. That's not a bad thing. We all start as noobs and Sins as a steep learning curve. But calling for balance changes just because you don't know the game and the counters yet ... that's

14 Replies 15,132 Views

Developing future games with the platform it will run on in mind would be enough. Sins is heavily based on D3D and this won't change for sure. But I hope game devs will some day wake up and start breaking free from the restrictions of DX and start programming portable and open games - ID software has shown how to do it!

7 Replies 6,153 Views

Can't a dev simply tell that Krulgor guy that he hasn't understood anything and that they are not lying ingame but just didn't put ALL the information there? It's really not that hard ... btw I find Kruggers attitude very annoying. Respect to Jinx for putting up with it ;) I'd probably have given up by now. I really hope that nobody ever listens to the stuff Krolgur posts on a regular basis here ... those posts maybe even influencing balance changes *shrug* That must be how sie

181 Replies 66,608 Views

Some more official Linux love would be great. StarDock often mentioned the importance of the "word of mouth" factor in selling GC2 and also Sins of a Solar Empire. Especially us Linux fans are very vocal and also willing to buy games that support out platform. Developing the game in an open way (e.g. OpenGL support) isn't too hard and if that is done right from the start, then a linux port can be done by a single person (e.g. ID games is doing gread that way). I am sure Linux us

7 Replies 6,153 Views

It's not an elitist attitude. And I call everybody who could not defend against AIs using siege frigs in 1.02 a noob - and rightfully so. I played the AI in 1.02 a lot and there simply is no way a halfway good player can be beaten by siege frigs. The fact alone that the AI will retreat them as soon as a friendly fleet jumps in is enough. Nono, siege frigs were in NO way too strong in 1.02 and in fact they _weakened_ the AI using them because that AI could not only not daman

14 Replies 15,132 Views

Lets look at the Enforcer for example. Reduces enemy speed by 100%. If normal speed is X, a 100% reduction would reduce it by X, meaning resulting speed is 0 - no more movement. What that ability really does is increase travel time by 100%, meaning the actuall speed is reduced by 50% and not by 100% as the skill description says. The same goes for weapon cooldown skills (the 1st Vasari capital for example, forgot the name). It has a skill that says cooldown reduction 75%. T

2 Replies 12,805 Views

The siege frigate nerf was totally pointless. The only reason they got nerfed is noobs complaining about them when the AI used them in packs because they had nothing to defend against them. Making them completely useless in multiplayer is not the right answer to that! Easy solution: Reduce their supply cost to 7 or 8 and just let the AI build less of them. Noobs in singleplayer are happy and people can finally use a few of them in multiplayer.

14 Replies 15,132 Views

Could you try to mod in bomber 150% health and fighter 150% damage? That would also help with LRM counter and might make strike craft interesting. For testing purpose 200% fighter damage and 200% bomber health would also be interesting. It's not the strike craft change you had in mind but I think it might come close and it can be modded. About bombers being able to overcome flak: I think they never should do that (at least not in a ratio that can be afforded). The problem with bombers i

114 Replies 150,832 Views

Great post and I generally agree but [quote]2 - Spreadsheet theorycrafters. These people will look at just the numbers and imagine their effects in game. The problem with this is that there's many other factors that they often fail to take into account such as ships turning, accel, max speed; range; unit combinations; player skill; etc.[/quote] is quite wrong. What you are describing are [b]bad[/b] theorycrafters. Sins is really not that complicated so by looking at the numbers you c

26 Replies 52,285 Views