I would like to see a more impressive starbase as well. I think the cost would need to be adjusted but I'd really like starbases to be more dominant in combat. Their range is a big problem. They operate almost like big defensive turrest at the moment, they should be firing huge laser cannons from much farther out. I hate how in order for it to be effective the enemy has to drive their ships right into it. They would be a much more useful and interesting tool if they cou
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[quote who="Noa12390" reply="12" id="2021250"]ok when is the next update for the beta coming[/quote] Seriously. I want to play this online...but it's broken. So how about an ETA if nothing else? Maybe some idea of what changes are planned?
I'm very happy to have the entrenchment beta, but I rarely get online to play because it's basically broken at the moment. The starbase upgrades don't work online so I've been playing games offline against the AI. Does anyone have a preference of which AI to use to prep for online games? I've tried Hard Aggressor and Hard Tech but neither have put up much of a fight. Any suggestions?
All things considered, I think it's reasonable to limit access to content for your game to people who purchased it straight from you. The boxed version of the game is still the game you can play on your own. The patches and online component of the game is content that I think is a good reward for buying the game from the company. I like Stardocks solution to all this. I enjoy playing games online and I love developers continuing to improve their games after release. In order f
Fleets insure that all ships stay in a formation. This means that as many ships as possible will all be firring at the same time. Instead of having each ship fly around on it's own and when you give the order to fire they each fire when ready, a fleet will be all firing together as much as possible. There is a big disadvantage to this which is speed. Fleets can be very powerful in certain situations but if the enemy can stay out of your range then he can safely pick awa
[quote who="Shadows-802" reply="2" id="1980482"]Advent homing mines are built b squadrons however once they they set up they become mines and no longer count towards the squad total, the hanger then sees that you have a squadron qued and procides to build another, concevably giving unlimited mines for the price of a hanger.[/quote] Hmm so this isn't intended? That makes sense. I wasn't clear how mines were balanced after playing with them for a few hours. They are crazy
[quote]Before 1.09, each and every hanger bay, you have to tell them what type of SC you want to have in them (Fighter/Bomber). It's a really annoying, time consuming micro-management, but we tolerated it. Now, with Carriers such an important part of the game, it's twice as much a pain. I wish there was some kind of "Auto decide SC" toggle, 50/50, you could change it later, but at least it would save us a lot of micro and time. I assumed with all the new great little
[quote]I think it was joke when people were saying "Don't take it away".[/quote] I don't think it's a joke. In multiplayer games it's just not worth the risk to spend resources on stuff like this if there is no way of knowing how much the payout will be. It's not a lot different than the research tree when you think about it. Imagine if you never knew what you'd get from spending resources on research and just got things with luck of the draw and sometimes got nothing. <br/
so can we expect this to be fixed or is this intended for some reason? It's already difficult to select your strikecraft because they move so fast, if we upped their speed to make them faster it might cause a lot of annoying issues while using them. They don't do that much better at normal I've found. setting ship speeds to slow makes a big difference but the game is too slow to play online at that point.
Totally agree. Playing multiplayer games is very difficult because of random crashes. I would like to see a ping reading for each player before going into the games as well. This is easily the number 1 issue affecting this game right now. The LRM issue is next imo. I don't feel like players have choices on how to deal with this threat. You either build your own LRM fleet or you die. There just isn't a counter to these units. I'd love to see the carrier cruisers become powerful enough to
I agree with the OP that games take too long. I typically play 2v2 games because anything more is an enormous time commitment if the game is good. But mostly the game ends early because all the players drop when they don't see things going their way. I'd like to see the starting system be more developed when games start. Your "empire" is suddenly trying to take over the galaxy and expand and they have not even used the crystal and metal in their own system yet? The starter syst
[I]The ships are pretty well balanced. A flak will neuteralize maybe a single bomber squadron, but not before that squadron does a lot of damage. 80 bombers will destroy 6 flak in maybe 2 runs...[/I] What makes you believe strikecraft are well balanced? For their cost they are pathetic. You're better off spending those credits on other forces. If you enemy does then you're likely going to lose the fight. 80 vs 6 and that makes them ok? Are you joking?
Has anyone looked into this? I think this make a HUGE difference in how useful strikecraft are. With all ships on fast speed the strike craft end up chasing the enemy instead of attacking. Plus other ships can close the distance to the carriers taking less damage and getting their faster. Anyone know why this is the case?
I just tested the speed of strike craft in 3 random games I started in SP mode. Each had everything set to fast except ship speed. The first was slow, the second was normal speed and the third was fast. In each test I had a bomber and a fighter (advent) start on one end of the gravity well and fly to the other (over/around planet) In each game the fighters arrived in approx 30 seconds, and the bombers in approx 36 seconds. I think this is a bug. The strike craft should get a
[I]Its easy to host, all you have to do is forward your IP correctly. The other steps are all extra as far as I can tell.[/I] Right. I'm a network engineer and even I admit that this is foolish for the devs to try and have users do. The game should add itself to the windows firewall per the users request and that should be the end of it. All this port forwarding is not necessary and only causes problems. I play plenty of games (all of them in fact) that don't require m
[I]My biggest problem with the balance of the game is how LRMs and Heavy Cruisers are the game, essentially. Sure, there are Capitals with neat abilities but they get focus fired on and destroyed in seconds to these units, there are things like Carriers and Light Frigates, but they're not cost effective. You build these two units to win, basically. Advent can avoid that with some of it's abilities and doesn't need the most Heavy Cruisers to win a given battle, that's kind of neat, I think.[/I]<b
[I]Okay, we're back up. Here's the deal: The Impulse beta was updated to try to handle lots of files really fast (in SDC, downloading an update takes awhile because it has to do a massive file comparison, Impulse has a new way that is much faster but ran into a bug tonight with the Impulse update that we have to fix). So what happened is that those who downloaded from Impulse (like me) had a file that was different than everyone else causing connection grief. So... Upd
Can someone pin this thread to the top of the general category or maybe the developer journal category. It's not easy to find out the current status on things with the game when threads like this are mixed in with everything else. Disappointed that we won't see a patch before the weekend...
I'm confused where we go to see the most up to date thread on patches. I can't seem to find anything current about the 1.04 patch in any of the forums topics. I assumed it would be under developer journal. If possible, would you mind posting in the Developer Journal topic as a way to keep things organized? IE any news, info, timelines you have on new patches, features, expansions packs, in a central thread that is easy to find? I'm curious when we are expecting to see 1.04 a
I like the changes. And as advent I really like the changes! I think making the LRM ships less able to give chase and keep up with moving targets should make people think twice about fielding massive numbers of just this vessel. Sounds like cap ships will be able to do better against them. I want to applaud the devs for making these balance changes in small steps like this. There are lots of things that need help but focus'ng on these 2 issues, LRM's and Flak's is a safe way to
Another useful tactic I learned when dealing with pirates involves Trade stations. I was in a 1 on 1 game and had taken several forward planet and built trade stations on them but little else to defend. I lost the pirate bidding and a fleet of pirates showed up and instead of attack my stuff they went after the trade ships. (For the most part) This helped me a lot over the game as each time the pirates showed up they would go after trade ships and I'd let my turrets pound them until my fleet arr
Not sure what mini-dumped is but games definitely end when my opponents fleet is getting pummeled. I'm not sure what happens on the backend of the software but it's clear that one player is leaving without exciting properly and the game doesn't know what to do.
I'm tried of your arrogant comments personally. If you don't have anything to add to this discussion stop wasting our time.
Heh, and look at this chart: http://www.emmeland.com/sinsships.html Take a loot at each sides flak frigate: Advent: Disciple Vessel Hull:400, Armor:2, Shield:425 (Light Frig) Defense Vessel Hull:650, Armor:3, Shield:620 (flak) TEC Cobalt Light Frigate Hull:600, Armor:2, Shield:350 Garda Flak Frigate Hull: 900, Armor:4, Shield 450 Vasari: Revastra Skirmisher Hull:700, Armor:3, Shield:440 (Light Frig) Junsurak Sentinel Hull:875,
[I]So you want to see them become more useful by overpowering them so they're the only option and it's only fighters, bombers, and caps with antifighter/bomber abilities that are used?..[/I] I don't see how strikecraft will become overpowered by making flak frigates weak enough that they won't be a frontline fighting force... Strikecraft vs flak will still end up with strikecraft losing, but flak vs LRM/Light Frigates should be the opposite. If the enemy goes heavy flak and LRM and I ta