[quote]Nope. Phase Missiles are their core weapons branch, which benefits everything. Apart from that, Pulse Guns only benefit frigates(not including Assailant) and support cruisers and Pulse Beams ONLY buff capital ships. Wave Cannons also boost the weapons only on capital ships and the Enforcer heavy cruiser.[/quote] I'm afraid that's simply not correct, the phase missiles upgrade only affects phase missiles, which means it only affects a small number of their regular ships (2 or 3, I
Durikkan
Well, sins did borrow a [I]ton[/I] of gameplay mechanics from WC3, so it only makes sense to compare them.
[quote]My current impression is not that the game is too slow, but that the game is WAY too much a RTS. Once you have played just 10 or 20 games the unit counters are obvious, the tech choices easy to make and there's not much else to do besides fighting. And then you spend most of your time waiting for an interesting fight to happen or maybe mopping up planets after a fight. But there's nothing else to do with the time you gain with the slow speed.[/quote] I agree with this assessment
[quote]notice that Vasari have seperate weapon techs for the frigates and capitols...[/quote] Nope, their weapon techs are just like everyone else's. [quote]or that the TEC are the only ones with more than "basic" economy techs...[/quote] What do you mean by this? The Vasari match their resource extraction rate increase at 40%, and they also match their trade income increase at 30%. Those two tech bonuses are identical so I'm not sure what you mean by 'more than basic eco
About a month from Feb 7 is Mar 7, he still has a fair amount of time left on his [I]rough estimate.[/I]
[quote]Though I really like SupCom, it usually has somewhere between 50-100 players at any given time.[/quote] Right now, at 10:30 pm CST on a Thursday night (I would imagine this would be a low time), there are around 370 people on SupCom, 237 of which are in games
[quote]The game seems to take a long time to play, though I understand that aspect is part of its charm. Is the better way to speed up gameplay by making resources easier to acquire or by making ship weapons more powerful than they are, or does some other change work better without breaking gameplay? Perhaps I should reduce the shield strength somewhat, either shield mitigation or regeneration?[/quote] The + and - keys adjust time acceleration, anywhere from 1x to 8x I believe. That ma
[quote]Frankly, I've been disappointed in Sins so far, because I keep comparing it to Hegemonia as I play. I hope it gets better...[/quote] If you do that, you'll find there's a lot less meaningful research and less planet development in sins, but in return, the universe is much, much larger, and you get a lot more ships to play around with, and it looks quite a bit better (although actually I don't even know what a lot of ships look like because I tend to stay further zoomed out.)
[quote]And how does Warcraft have any more building variety? it has 12-17 buildings per race, and that's including upgrades to the main building. Each Sins race has 8 logistics structures, 6 tactical structures, and 2 extractors, so they've got 16 building types per race. seems pretty even to me.[/quote] Sins may have 16 buildings, but each race has essentially the same 16 buildings (sans superweapons). In WC3, all of the races buildings are entirely different, and often there is no di
[quote]Of course, all of this could be fixed really simply by having a slider "game time", which just modify's stuff based on the selected time eg, fast would make everything half price, build 2x as fast, and 2x as fast moving units normal would be normal slow would double costs, times, etc[/quote] I take it the time acceleration commands don't work in multiplayer? Maybe they're working on a way to make it work for multiple players.
[quote]Been reading your posts all over the forums trying to "defend" the 4X aspects of the game. Unfortunatly I think were in the minority. keep up the good work[/quote] Yeah, I got this game because it was advertised as a RTS/4x hybrid, but I consider this game as it is to be like 95% RTS and 5% 4X. It's still a good game, though. I'm just trying to prevent that 5% from becoming 0%. If I ever find myself completely outvoted I'll just withdraw from the forums and make a mod, in
[quote]Compare that to a game like Supreme Commander (especially FA expansion) - 1 vs 1 typically is under 30 minutes and epic, big battles with highest tier units rarely last past 1 hour. And this 1 hour is one intense heated action, not slow pointless build up like in SoaSe.[/quote] In the Beginning of SupCom, when the rules were different and the players were less skilled, if a player turtled, the game could last for 3 or 4 hours or more, I remember seeing people on the boards being
[quote]Why is there a standard black market?[/quote] I think the standard black market is in the game to help speed the game along. Early on, I generally have more credits than I can spend and little to no resources. Without the ability to buy every player would likely develop slower.
I posted this earlier, but apparently no one seems to mind that with a little micromanagement, a single player can earn 33% of the value of every resource ever bought by any player at the market, for the entire game, at absolutely no risk to themselves, and no real start up cost. As it is now, the system rewards heavy micromanagement, either they should automate the process or fix the problem (I can't see how the current system could not be a bug, though) A quick test reve
[quote]Question: What effect does a lack of shield mitigation have? How many Cobalts, 8F vs. 9S, are left if shield mitigation is ignored?[/quote] Without Shield mitigation, There will likely be 1 to 2 of the focusers killed, while all 9 of the spread ships die. My test showed that shield mitigation increase does not slow the rate of increase, so this linked tool may be incorrectly displaying the results. Maybe more tests should be made to see if my test was accurate or i
Well, If you have the repair units around, that gives you a regen of 20 to 40 points a second, and I think most fleets would probably have them after a certain point (I haven't really built them much, but I haven't really played against people and the AI generally lets me fight on top of my repair depots. Even with no health regen, 4 focusing kodiaks still wipe the floor with 4 spread kodiaks (not a single loss) Every single upgrade both sides get also tips the scales in the
Heavier units also get a huge advantage by focusing fire, in 6 kodiaks vs 6 kodiaks, the focusing fire group doesn't even lose a single ship, and ends the fight with more than 50% of its total hit points remaining. I'm just going to continue using focus fire as a general rule, espesically since I have never managed to get my units to spread evenly, they always cluster no matter what I try. Oh, and Alacer: You're awesome.
A ship with approx 1600 hp has 2 points of shield regen and 1.5 points of hull regen (kodiak crusier), so a fair amount is about 2.75 points of hull regen for this ship. Spread Group: 12.5 dps * .85 mitigation = 10.6 effective dps. 10.6 dps - 2.75 regen = 7.9 effective dps. As for the focus group, 12.5 dps * 4 units * .48 (a guess at an average mitigation-- 52%) = 24 dps. 24 - 2.75 = 21.25. Using those numbers I find the focus fire group to win, even though this t
[quote]Reply #157[/quote] Wow, this guy based a multi paragraph insulting rant based on a [B]typo[/B] someone made. Why did the report button leave us?
[quote]but I have a question that turns this entire issue around. Does shield mitigation increase based on the raw damage (i.e. 50), or the damage that actually hits the ship (affected by shield mitigation?)[/quote] It does not seem to be affected at all by any currently existing shield mitigation, as far as I can tell, all the way up to the cap, it was increasing at the same rate per shot.
[quote]Can anyone check my numbers on that?[/quote] I'm on it. (I wish this game had an easier way to test though)
[quote]It is very entertaining that you were able to draw that conclusion from the fact presented in this thread. This is an excellent example having a predetermined conclusion and then interpreting facts to fit. Mitigation doesn't care if the 250 points come from 1 unit or 10 units, thus focus fire does nothing to influence mitigation.[/quote] I'm not entirely what what point you're trying to make, you agree with me and disagree at the same time.
I can't tell what the problem is from the text. You can win a game against 3 hard ais by building nothing other than capital ships, so I don't think it was your quantity of capitals that was the problem.
Well, right now, with the current patch, you have to micromanage quite a bit if you want your fleet to fight as well as it can.
The way the system is set up, it is not against focus firing though. A single ship can sometimes put an enemy ship to max mitigation. If you outnumber the enemy, he will get bonus mitigation and you might end up doing about the same damage to second as a fleet to him as you would with only a 1 to 1 ratio, because the 2 to 1 pushes his mitigation much higher. You essentially gain very little from having a fleet that is twice as large. In some cases (i.e. teched out advent), or with r