JamesP81

JamesP81

Joined Member # 2934774
25 Posts 238 Replies 528 Reputation

I was able to use the convertdata utility and some Windows command line judo to convert the majority of the entity files in 1.09 to text format. The Ability entity files must have a different format because the conversion didn't work on any of them, but I appear to have a successful binary to text conversion on the rest of the entity files. I played one short game without difficulty using the conversions. If anyone's interested, I can post some command line information on

14 Replies 84,323 Views

[quote]Or better, limit the radius of damage.Please, no. With Missile Barrage, I get to pretend the Marza is from The Last Starfighter and using Deathblossom.A significant reduction in its damage output will be sufficient to balance it, I'm sure. The large radius is what makes it appealing to use in the first place.[/quote] I agree. I think what's being done is that the devs are trying to give TEC something that Advent and Vasari have had for a while: a way, under the right conditions,

59 Replies 93,818 Views

[quote]I would like to see David Weber's "Honor Harrington" Series made into a mini-series with some full length movies added.[/quote] That's got real potential. Although picking out a good actress to play Harrington could prove difficult.

28 Replies 79,635 Views

Anyone have an idea when we're going to get a set of reference data for the 1.09 patch?

2 Replies 3,327 Views

It depends on your situation, but if I'm against Vasari, I *always* neutralize the Subverters and Overseers first if I can. I usually use the Dunov's EMP charge to remove their anti matter rather than attempt to destroy all of them. Once they've been EMP'd, I concentrate on Enforcers first and Assailants second. Once they're gone it's easier to mop up the support cruisers, carriers, and capital ships.

10 Replies 3,182 Views

[quote]C'mon, nobody likes the Jalepeno? Clairvoyence can be useful and Provoke Hysteria is pretty sweet...I like all the Advent Capital Ships![/quote] Not my favorite Advent ship, but I will have to say that Provoke Hysteria gets bonus points for sheer freakishness.

33 Replies 26,288 Views

I still contend that light frigates are not a viable counter to carriers. Not because of their stats or damage type, but because they are so easily countered. You can spam a huge carrier ball and a moderate force of LRFs will dispense with any light frigate threats pretty quickly. Statistically, light frigates are counter to carriers. In practice, their survivability in most battles can be measured in seconds. They will be easily destroyed before they can counter any carrier forces.

12 Replies 5,098 Views
Reply to 1.1 Beta AI in Strategy

On second examination, the only unfair AI I have trouble with is the TEC unfair AI. I can still thrash it pretty easily if it's Vasari or Advent. I guess the TEC's already superior economy plus bonus resources is especially a nasty combination. Or it could be that I just ain't as good as I wished I was.

6 Replies 6,882 Views

IMO, carrier spam has become an issue. Carriers are much harder to destroy now, and the best counter to them (light frigates) are not effective because they die too easily and too quickly in an environment littered with LRFs. Light frigates should be buffed. They either need more firepower or need to cost less. As for countering the strikecraft, flaks don't have the firepower they did in 1.05, so you will need more of them. In a medium sized engagement on a small map, I like

6 Replies 2,345 Views

For those playing 1.1 Beta single player, has anyone noticed the AI being harder to beat? I've been having a hell of a time trying to beat the Unfair level AI.

6 Replies 6,882 Views

First, I'm glad that carrier cruisers got a buff. It was badly needed. However, given carrier cruiser's increased toughness, we're really not left with good counters for them. Light frigates are technically a good counter, but LRFs tend to destroy them long before they can do significant damage to even a few carrier cruisers. Rather than nerf carrier cruisers, it's my humble opinion that light frigates need to be buffed to the point that they are survivable enough to

12 Replies 5,098 Views

I'm somewhat concerned about the balance of the new light carriers. They got a buff, which was neeeded, IMO. However, the significant increase in their survivability leaves really no good counter to carrier cruisers. Technically, light frigates are the best counter, but with carrier cruisers as tough as they are now, your light frigs will not survive long enough in an environment littered with LRFs to do any appreciable damage. I'm concerned that carrier spam might end up being a win

15 Replies 5,260 Views

A few light frigs are useful late game because they can be given special abilities to take out support cruisers, and frankly, they're good for the distraction effect. They will soak up some enemy fire off of your HC's at the beginning of an engagement. Of course, you should expect to severe losses in these units, but that's more or less acceptable since they're relatively cheap.

26 Replies 18,813 Views

[quote]Most of those who say its assholes thats preventing them from going online ,have developed negative connotations from other game expierences. Im not arguing that online in other games has been perfect. Its unfair however to judge the Sins community on the merits of other games.[/quote] Sorry, but almost every sins game I've played has involved f**ktards. I listen to enough whining and put up with enough BS at work on a day to day basis. I'm certainly not going to spend my free

81 Replies 280,114 Views

[quote]Personally I think that it is the support cruisers that should be disabled, not the heavy cruisers, as it is usually support abilities such as repair, repulsion and the shield sharing that determine the outcome of a battle.[/quote] The point is that the player should be able to control the targeting priorities of not just disabler cruisers, but all their units. Similarly, I'd like to be able to tell all my light frigates to attack cruiser carriers if I feel like it's more import

2 Replies 11,659 Views

I've probably mentioned it before, but I think it would help a player a lot if he could control the general behavior of his units without having to manually issue orders to each one. Instead, a player should be able to issue a blanket 'standing order' to certain ships, controlling their general behavior and targeting priorities. Generally, ships in Sins tend to pick pretty good targets, but there are exceptions. There are also times when you don't necessarily want a ship t

2 Replies 11,659 Views

[quote]I'd like the LRF to be balanced once and for all. I don't like the overpowered characterisic of these LRFs, and they are too dominant to counter often. IMO, it takes the fun out of the game for if you rely on other ships, you're likely bound to lose. The only thing i can come up with now to balance the LRF is to increase its supply demand to just below for the LRM and Assailants and above the HC supply for Ilums, and to increase its price quite a bit. This would reduce the LRF significant

149 Replies 475,909 Views

Better command and control I think is essential. A player should be able to alter the default behavior of his ships and strikecraft without having to individually give such orders to each ship. One specific example I can think of pertains to the behavior of interceptors. Interceptors will mindlessly pursue enemy bombers, often allowing themselves to be destroyed by enemy interceptors in doing so. In certain situations, this is desireable, especially if the enemy bomber threat is significant.

149 Replies 475,909 Views

[quote]Or maybe they were planning on mid-July and something came up. Better to have something that works a bit late than something that doesn't work now.[/quote] Gotta agree there. I'm perfectly willing to wait if the finished product is of good quality.

71 Replies 83,300 Views

[quote]The problem is that you can only have 2 types of strikecraft per carrier ship, which is annoying. It would really help a lot of people to fix that.[/quote] Yikes. That is problematic. Might have to put this part of my rebalance mod on hold. I never considered it a critical component anyway.

14 Replies 16,639 Views

Thanks for the info. I'm actually intending to add two new classes: fighter-bombers and wild weasels. Fighter-bombers would be slower than interceptors, would have the same weapon as interceptors, plus an additional missile / phase missile / beam weapon doing anti-very-heavy damage that would be about half as powerful as that of a bomber. Wild Weasels will be much like bombers, except they'll have an autocannon / laser / phase missile similar to the interceptor (not as powerful as an

14 Replies 16,639 Views

Anyone know if it's possible? I'm working on a combat rebalance mod, which I hope to finish up after 1.09 is released, and I'm considering adding one or possibly two additional classes of strikecraft.

14 Replies 16,639 Views