[quote] Hi archpsi could you do me a favour and test a situation for me, it's going to sound crazy but I hear the spreadsheets don't lie. 20 TEC LRM's VS 40 Advent Scouts[/quote] about scouts vs LRM's, heres the latest one I made. 1.428 seekers per javelin. [link]http://files.filefront.com/20scoutvs14javrecord/;9843925;/fileinfo.html[/link] made this replay for another thread to prove that theres weapon/armour types and it shows that you do not need a
archpsi
They already have alpha/beta-tested (matters how easy it is to transfer it and add a menu to adjust it when setting up games) a timer, the demo :).
ignore this post.
the bee :)
[quote]Not that you can't look at them in game[/quote] Not really. Many stats for in-game abilities are completely missing from in-game infocards, e.g. the stats for the siege turret made by the desolator which can be found in the entity files (I posted it twice, but not gonna check now for example purposes), range of damage spread of a ship destroyed by volatile nanites (1000) and in general if abilities stack | renew duration with itself and so on. The problem is t
please people stop posting... I see the loop forming already. a: tests are invalid, due to prices...etc. b: no they are not ask me for new tests and I will tell you the results c: more people bring the same argument up and new results not posted yet. b: " " " " " " " a: " " " " " " d: tests are invalid. and gets to page 11-12, with nothing achieved. oh just to make sure people are not insulted, im not implying anything about a,b,c,d.
oops I reread kreulgor's post so I did miss one line. anyway about: [quote]So, you were micromanaging the Disiples?[/quote] I didnt micromanage them, because letting the a.i micromanage equivalent ship types is a lot more objective than two human players when one is being a bit smarter (others observing might not be able to even notice it) giving advantage to that side. Focus firing and the A.I: The a.i in some cases (not always and in many cases not) is a bit bett
[quote] So, you were micromanaging the Disiples?[/quote] I dont think you watched them, I wasnt always the owner of the disciples and I let the a.i micro everything in all replays. [quote]A "counter" is something that massacres the Cobalts. The Disciples cannot massacre Cobalts.Example: The Advent's Defense Vessel is a counter to the TEC LRM. It massacres them.[/quote] 35-37 disciples remaining is quite good imho, im sure it would be 20-32 if the cobalts didnt r
oh just so you guys understand why I didnt make disciples rotate, I cannot make the disciples start as the ones that need rotation, tried changing planet/fleet ownerships a few times with different combinations, its possibly something to do with size of the fleet. also I hope those replays (previous post) end the discussion.
okay Im going to save everyone time 87 DISCIPLES VS 70 COBALTS replay 1: [link]http://files.filefront.com/87discvs70cobrecord/;9908145;/fileinfo.html[/link] replay 2: [link]http://files.filefront.com/87discvs70cob2record/;9908183;/fileinfo.html[/link] 35 disciples survived in replay 1 and 37 disciples survived in replay 2, however the cobalts had to spin and only started firing ~7-9 seconds into the ~400 second battle. Second Part <br
[quote]So your whole comparison relies on two groups of spam units, completely ignoring the Advent's biggest advantages? Everyone knows the different Advent ships are best when used together so that their synergistic special abilities overlap and enhance one another.I test it out tonight, my assumption is that a capital ship will last about a minute against a massive fleet of Cobalts.[/quote] the thing is a 10-20 seconds is enough time to kill the 100 cobalts if the advent is playing wi
[quote]Until then, you've got Cleansing Brilliance + Malice as an anti-Cobalt-swarm weapon.[/quote] yep I was referring to this as the thing that can wipe out a 100 cobalts, tec has nothing like it, while vasari have a limited version in comparison to it.
chasington: actually I was assuming he did think they stacked, since he made 4 of them :) and wasnt referring to the staggering comment. If he wanted a carrier fleet with decent support one carrier cap+cruisers would be superior to 4 carrier caps(unless all were level 8+, which I doubt). his cobalts vs disciples was weighted towards cobalts, since cost wise the cobalts were 110% of the disciples. Conclusion for this thread Pointless discussion if you read th
a proper test between disciples to cobalts for just comparing them and ignoring all the abilities that capital ships/support vessels supply would be: 70 cobalts vs 86 disciples, im not going to do it atm (might in several hours), but I wouldnt be surprised if the outcome is 2-4 ships on one side and it doesnt really matter which side, since its just a small difference.
[quote]Abilities tend to be useless when you've got 70 some cobalts all focus firing... Believe me, I've been on the recieving end from my brother. Had 4 skinatras, staggering the healing aura, didn't do a darn thing...[/quote] the healing aura doesnt stack, next time actually use the appropriate counter to light frigates. In reference to the tests in the OP. most are extremely biased cost and supply wise towards the cobalts, e.g. compare the cost of 38 defense
About unfair bonus, the bonus only applies to asteroids, which is nothing like 100% or even 200% on most maps. [quote] -New AI Difficulty "Unfair" that gives the AI a tax income bonus and resource income bonus from resource asteroids (there is no other AI cheating in the game even at the Unfair difficulty level). [/quote] from the changelog. [quote] This is true of games in any genre. [/quote] chess?
you could always make the ships only attack locally and not all objects in the gravity well. check the fleet options. shnitzel5: killing scouts does not harm a.i reputation from what the patch notes claim.
[quote]This ability is overpowered, and it´s almost impossible to stop unless you got a fleet LRM´s waiting for him, which happens rarely this early in the game.[/quote] In the next patch this wouldnt even be possible even if you are lucky to get lrm's before they show up. next patch will make it so LRM's are slower than caps, so a circling sova can only be countered by 1 to 2 specific caps per race and not LRM's. meaning that you have the following options: -alway
[quote]The only thing I want to know is, what exactly is ANTIMEDIUM? Is that cruisers? Will this new Illuminator do well against LRM spamming?[/quote] see kreulgor we were not tricking/lying to you in the other thread when stating theres damage/armour types..etc.
I wonder if 1.04 will finally fix the instant wins on ICO?? instant wins as in getting a win without even making a ship due to a design error in the win conditions(I won't go into further detail).
hmm tried to add this to my previous reply, but was too late. illuminators also received a ~20% buff to survivability. basically against the target being focus fired (FF is extremely significant). they do 256% more damage to the jav being focus fired and have 20% more survivability than they used to. they do 44% more damage to the heavy/cap being focus fired and have 20% more survivability than they used to. they do 288% more damage to the light frigs being focus fi
[quote]Nice advent buffs there. I was hoping for some advent skill tree changes or at least making culture have a more desirable effect.Buffs?I could be wrong but I don't see how illums will have any use compared to the others lrms now.Sure they have 18 dps instead of 15.6, 10 on the front beam (compared to 11 for javs, 13 for assailants, but assailants get awesome phase missiles.).But they are mil 3.But they cost a ton of crystal, and resources in general.But now they no longer do 100% to heavy
theres a lot of info missing from the tooltips/infocards and the tooltips/infocards are misleading in many cases. anyway just something you might find hard to answer (the rest of the info is across the forum): capital ship abilities are only 75% as effective vs capital ships, this is in regards to what you observed with disintregtration.
[quote]megavolt is correct, queue two ships and watch them pop out of the two factories.Did you just say each ship will come out of each of the two factories?Also, that is not what megavolt said. It sounded like megavolt implied that the ship production rate (per ship) does not increase despite having multiple factories. I'm not sure if he's right on that one.Each ship seems to come out a much much faster rate.[/quote] what I said is exactly what megavolt was implying, I was implying
[quote]YES each ship does seem to be built considerably faster so I think you're incorrect there that each ship is still built at the original speed of just 1 factory. I'll take another look at it when I get home tonight.[/quote] megavolt is correct, queue two ships and watch them pop out of the two factories.