losing a trade ship temporarily decreases your trade port income rate until the trade ship is rebuilt (takes about 45 seconds). its not a huge amount of credits, but its generally a bad thing if youre opponent is knocking off your trade boats frequently. whats worse than your own income loss is that your opponent gets to just blatantly take the credits that were in the trade ship. he gets cash on the spot for blowing up a trade boat.
transitive
wtf, they really made a Cylon emoticon? also, i know it doesn't fit on a license plate, but i've always favored a bumper sticker approach. i'd go with "i'm orbitin' your planet, suckin' your resources."
please, giant space squids, not whales. its totally different.
i use em both. Planet Suck and a Desolator going to work will glass a planet in about 90 seconds flat.
how is a HC rush supposed to work? wouldn't that just get completely owned by hangar defense set to bombers?
the exile fleet is just that, its a fleet. a big one. its gotta be at least the size of one of the Wings of the legendary Dark Fleet. somewhere, hidden in deep phase space there's a group of thousands and thousands of Vasari ships. maybe more than that, remember its the remnant of an entire civilization moved to a nomadic existence in deep space. the individual task forces that we get to play as in Sins are just small detachments from that big giant Exile Fleet. r
my request for an autocast change is actually a much simpler one having nothing to do with the AI at all. when you assign a skill point on a cap ship so it learns a new ability, that ability is immediately set to auto-cast on. if the cap ship has enough AM and is in range it will automatically use it before you have a chance to instruct it not to. this is obviously a huge pain in the butt. please change the default settings on newly acquired cap s
yeah but we're a bunch of nerds who think about this silly game way too much. to whatever extent the forums influence Ironclad, they're useful. nobody here is under the impression that this is a representative sample of player population or anything like that. what this forum IS however, is a group of players with alot of experience and some well formed opinions. seeing that kind of feedback may be useful for developers if they are considering making a change to something.
Volatile Nanites has been nerfed a bunch, the chain reaction full-fleet kills used to be pretty common. not so much these days. i'd never say it was a waste of a skill point though, i rather like the ability. wide area 30% damage reduction debuff is powerful all by itself. it has fantastic synergy with Charged Missiles upgrade for Assailants. as for the Malice+Cleansing Brilliance nerf, i'd have to say it was totally justified and has produced a good result. i sti
thanks for the data Bobucles. based on the .125 per second growth rate, it should take the homeworld exactly 12 minutes to go from 190 population to 280 population (this is the increase gained from building the population upgrade at the beginning of the game). ithe amount of cred/sec gained after 12 minutes is 2.25 creds/sec. this is 135 credits per minute. what this more or less means it that our intuitions about the recoup time on ho
good question! i don't think ive ever done a formal analysis on this specific situation. here's my first attempt, kinda crude but it shows some interesting stuff. quicky calculation based on quick-buy button resource conversion rates and the rate of return of an expansion asteroid with 3 resource rocks that is directly adjacent to your homeworld. premises: 1) the tax income at full population from the asteroid is approximately 0.6 cr
now you're being a ninny and i'm done with this conversation. this is exactly what i meant by idiotic pedantry. you're playing rhetoric not engaging the ideas. i'm done, bye bye.
oh come on, at least try to understand what i said. and at least try to get the numbers right. fully upgraded homeworlds with 110% alliegance and 322 population (which is how much they have after 2 upgrades researched) put out about 15 creds/sec. subtract the homeworld revenue bonus and you're down to 11. shave 20% off of that for having 90% alliegance instead of 110 and you'd be at like 9 creds/sec. losing a world that was putting out 9 creds/sec
well, not all of the Vasari ran away. several of their big nasty Dark Fleet Armadas went back to the core worlds to try and destroy the cause of the disturbance but basically nobody came back. the exile fleet just kinda took the hint and decided it was a better idea to get out of town instead of throw themselves into the maw of doom.
different story against an SB with Frontal Shield. but yeah, they work real good against less developed Orkulas. they get murdered vs. a "fully operational battle-station" though.
you're totally wrong about the most valuable part of a planet being the upgrades. those are just the source of the expenses. the only reason you bother to upgrade the planet is so you can build structures in orbit and so you can tax the population on the surface. losing the structures and the population is what damages your empire. if a siege crew comes in and kills 100% of a 280 population terran world you basically just lost 10 creds/sec worth of income (varies, depen
meh, scouts are expendable. you still get the information you wanted even if the scout gets killed a few second after jumping in. what i really want to see is phasic cloaking on an armed ship.
[quote="The_Regicide"]Why does a purely support vessel need abilities that deal damage? It's abilities are probably the best fleet-supporting abilities in the game! Seriously, Phase Out? Fleet-wide speed boosts!?[/quote] it doesn't need abilities that deal damage. its needs guns that deal damage. maybe not as much as a battleship or dreadnaught, but certainly alot more than it does now which is pathetic. also, i know i
astax, would you consider Missile Barrage to be nerfed to unusable if it was target capped? same damage, same DPS, same AM cost, same range, same channeling time. only difference is that it can only effect a limited number of ships at a time. is this an acceptable change, in your opinion? if so, what should the target cap be?
jesus, how big of a map do you have to play to be working with an 11 cap ship fleet? i can't remember the last time i played a game where i even owned more than 6 cap ships total. most of the time i win by the time i've got 3 or 4. and i'm talking about vs. AI games here. the multiplayer scene is very different. in most multiplayer games you'll just have 1 or 2 cap ships.
i want some honest opinions. for those of you defending the status quo of the ability, how would you feel about the ability if it was target capped to 16 targets? meaning, it would deal 150 damage per wave to 16 targets within its radius on each wave. it would automatically acquire new targets if one of its current targets was destroyed, so no waves would be lost. 16*150 = 2400 damage per wave. 20 waves is 48000 damage. the ability c
not a terrible idea JuleTron. heavy armor would allow them to be easily countered by Light Frigates but make them much more resistant to fighters. would make them more able to go into a grav well and blow up hangar defenses before the squadrons killed them, which honestly, they should be able to do since their specific purpose is to counter static defenses.
it needs to be said again because some of you aren't getting it. re-balancing doesn't mean nerfing to uselessness. it just means making the game more fair. nobody can refute the overpoweredness of Missile Barrage and still be taken seriously around here. we all know what the truth of the situation is. the only question ought to be what to do and when, not whether to do it or not. a rebalanced version of Missile Barrage should still be useful. you
[quote who="wnmnkh" reply="11" id="2112326"] I guess you used a similar source for your conclusions: http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=4 ..... 17dps for teh EGG!, 25.5 for Akkan in frontal, 19 for Akkan in sides. [/quote] the spreadsheet in question has numerous glaring errors on it. i'd like to point out one in particular since it came u
yah, i find the Hard AI in Entrenchment to be a pretty fun opponent. they'll put up a decent fight for sure. they still make some pretty silly mistakes and seem unaware of certain important facts. for example, i've seen them camp out with fleets full of carriers in a Plasma Storm (can't launch squadrons in Plasma Storm). they also seem to be unaware of certain of the more powerful cap ship and starbase abilities in the game. other than those minor flaws the Entrenchment