symmetrical balance would be boring. however, that doesn't mean that there can be some sort of acceptable range of difference that all the abilities in the game must be within to count as balanced. Missile Barrage is obviously an abberation on the power level scale. thats what bothers me about it. i know how to play around it and i do all the time, but it feels wrong that the situation comes up at all. its just 1 ship.
transitive
i'll agree you with 110% on the idiocy of having Greedo shoot first. that was just wrong. the whole point is that Han has a hard edge. He shoots first and he doesn't give a crap whether or not it was honorable. You don't treat scum like Greedo with honor. Han is cool because he knows that. on the other hand, the little back and forth between Han and Jabba in the Mos Eisley docking bay wasn't bad at all. i kinda liked it. and having Luke exchange some friendly word
malice is on W. CB is on R. check the direction your RAdiance is facing. done and done. not too hard to pull it off.
there's no serious arguement that disproves this true statement: Missile Barrage is MUCH MORE POWERFUL than everything other capital ship ability in the game. the only point thats been made with any relevance is that some people don't think its inherently problematic to have a single incredibly imbalanced unit. they point out that its possible to play around it and that thats a good enough balance mechanism for them. personally i dislike the notio
the special editions weren't such a travesty. still more or less the same movies that we loved, a few ret-conned in new "deleted scenes" didn't spoil it for me. i also thing it didn't really add anything and the original release versions are actually slightly better just because they're more in touch with what movie making was really like in the 70s/80s. very impressive films for their era. adding in late 90's era CGI just breaks the visual style in a stupid way without adding anything worth
i take it a step further and say "if every faction had act now or die abilities it would be fine" is a false statement. it would be very not ok. it would be an unfun game. it really keeps coming down to this one question. evaluate this statement, true or false: Missile Barrage is MUCH MORE POWERFUL than every other capital ship ability in the game. we all know that its a true statement. if you do
well, its not like it used to be so realize that you're working with a greatly diminished version of what alot of us still talk about. im not sure that the timing is difficult. just cast Malice on a bunch of ships, then CB one of them. Malice lasts 10 seconds, CB lasts 8. they line up well, Malice will catch all of the damage (2000 if it hits just one ship) and then dump 30% of that on the ships in the malice when the Malice expires. j
i'm not mincing words. i'm saying that you're trying to argue against something based on a very strange assumption to make. why would you assume that some sort of exploit exists that makes a particular solution not work very well? assume that, in principle, a target cap cannot be exploited by throwing scouts into it in front of LRFs to absorb hits. assume that the targetting works in a way that is totally satisfactory to you. do you still think it is a bad solutio
thats the most ridiculous intellectually dishonest argument against a target cap i've ever seen. you basically said "they can't change it because...someone will cheat the changed system". give me a break. if you're gonna assume that those sorts of cheats and exploits exist than you can't argue for or against anything. thats total sophistry and you know it. Dolynick has actually presented a very good "decreasing range" type of suggestion. rather than decreasing tot
i'm gonna err on the side of THOROUGH, here's everything TEC: Kol Gauss Gun - pretty good ability, great damage and rate of fire balanced by high antimatter usage Flak Burst - extremely good ability, best anti-squadron tool available to TEC. especially brutal against Advent squadrons which have more ships but lower hul
i don't understand why any of that is relevant. all damage is subject to mitigation. once again, it bears repeating, just because you can with substantial effort manage to survive a Missile Barrage has nothing to do with whether or not the power level of the ability is in line with everything else in the game. i feel sometimes like the defenders of Missile Barrage are stuck in knee jerk reaction mode and aren't reading or thinking about the arguments made by the o
eadtaes, would you kindly re-read some of the posts you are trying to criticize, and think about what has been said for a little while longer. also, beginning a sentence with LOL does not do much to make your argument more convincing. in fact, it has rather the opposite effect.
my opinion is that it needs a target cap and it needs a change to its channeling time and damage per wave. these numbers would have to be thoroughly tested to see what the right levels would be. obviously it should also make some kind of big red flashing light animation so people can tell whats going on. at the moment i'm leaning on target cap in the neighborhood of 24 ships (still a large number, would be the biggest AoE in the game) and the delivery being change
we need some objective standards. all this pissing contest forum wars stuff doesn't establish anything. my view is that Missile Barrage is objectively too strong. imagine other cap ship abilities at a similar power level. what if Rapture's Dominance channeled for 25 seconds and stole a ship every 1.25 seconds? what if Skiranta's Replicate Forces channeled for 25 seconds and cloned a ship every 1.25 seconds?
bah, everyone hates on Alien 3 so much but i liked that one. Ressurection did legitimately suck though, which was surprising and embarassing because it was from Joss Whedon who is usually quite excellent.
does it really matter that they all do it at exactly the same time, as long as they all do it in relatively close proximity in time? the auto-cast behavior basically works this way.
right, so if the harder to achieve, easier to disrupt one shot fleet kill was deemed too powerful than why is Missile Barrage even close to acceptable? also, for those of you say "buff everything else", this "buff everything" argument just sucks. as if some form of equitable exchange was the answer. nothing of the sort is true. overpowered can be measured objectively. everything overpowered is way more unfun than just 1 thing overpowered. i think you wouldn't
ImpurityXIII, its not a bug. trade routes are the longest path through the graph in terms of absolute distance of node separation. this is why cycles don't count, if you could go around the cycle and count it the distance might as well be infinite. i know its not a topic that many people take in school, but there's a field of mathematics called Graph Theory that deals with this stuff explicitly. if you're interested in knowing more about the
i think its better to have no trade ports do resource focus and to just buy the crystal or metal from the black market. compare: a crystal world with 4 resource rocks, each producing 0.5 crystal/sec, total resource output of 2.0 a trade port on resource focus will produce either 8% or 15% additional resources at this grav well only. for +8% you've gained .16 crystal/sec, for 15% you've gained .3 crystal sec. &n
when im comparing scales for objects in Sins i try to compare like to like objects, so in other words compare ships with ships, structures with structures, planets with planets, stars with stars. and the reason why i believe most of the frigates (light frigs, flaks, LRFs, sieges) have crews in the 3 crew-member range is because of the relatively limited capabilities of those ships. how many guys does it take to operate a ship that just has an engi
oh come on now Ryat, at least stick to one faction. ima be a rebel and say 2 Kols, 1 Dunov, and the usual TEC frigate support (like 40 carriers, 30 kodiaks, 20 hoshis, 10 cielos) reason being you get some hilarious results with Flux Field and Kol's. you can just spam the crap out of either the Rail Gun or the Flak Burst. Rail Gun spam is the fastest way I know of to take out cap ships (well, a ton of bombers works bett
exactly, Bobucles is on target again. the entire basis of the argument against Missile Barrage is that it has an undue influence on strategy and tactics. pointing out that it can be countered, with some effort, does nothing to detract from the argument against. the nature of the imbalance with Missile Barrage is that it demands a disproportionate response compared to what it is. its just wrong, its totally inconsistent with every other capital ship ability in the
the amount of money each port generates is based on the length of the route. if the route has a length of 0 (meaning you only have trade ports on 1 planet) they only produce 1 cred/sec. ports gain something like +0.2 or 0.3 creds/sec for each additional phase lane included in the longest route. on big maps i've been able to get trade ports that produce like 2.6 creds/sec each. thats a really long trade route, 8 phase lanes long. you have to create a path through your em
its just not true though. light frigates do just fine, especially for early colonizing. they kill the Siege, Flak, and Kodiaks that are so common in planet militias more efficiently thatn LRFs do. i'm not saying you should go and build 10-20 light frigates at the beginning of the game, thats clearly a stupid idea. i'm saying that 4 or 5 lights makes a great escort for a colonizer cap ship and will greatly assist your colonizing speed for several reasons. just killing th
for Fighter squadrons Vasari - 4 ships per squad TEC - 6 ships per squad Advent - 9 ships per squad for Bomber squadrons Vasari - 3 ships ber squad TEC - 5 ships per squad Advent - 7 ships per squad more info can be found here: http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=5