[quote]@ Tsear, Solar sins adds colonizable stars, more spatial anomolies, and soon, black holes![/quote] I meant, could you say what some of the new properties stars have are, whether you have to research to colonize them, that sort of thing.
Tsear
Could you post what sort of changes you did?
Wow, this is pretty huge. You missed that the faster speed would mean that the fighters/bombers would survive better against flak.
You shouldn't have more than two cap ships, maybe three, and that only if you're advent.
I'm glad RA was nerfed, though I'll have to see how effective it is. Maybe this means I don't always have to organize everyone to kill the vasari in FFA and team games =) It would be nice to see culture have more of an effect, though. Making it spread somewhere between 5-10 times as fast and decrease allegiance 5-10 times as fast would probably do it. This does seem like a big change, but culture is really quite useless atm (+10% resources eventually is ok, but usually a tradeport is be
I think the Akkan is bugged and doesn't increase DPS atm. Even if it did, wouldn't it be better to buff LRMs than cobalts?
No, Illuminators are crap now because their damage type is Capital, they're crazy expensive, and it's very difficult to focus fire with them because of the whole three laser thing. Guardians will help you get all guns firing, certainly, but you could do that before by running up close, so the Guardians don't really help the illum much. They do let it fight at max range, but it does about 1/3 of its damage that way, and gets outranged by other LRMs anyway. You really can't use the argume
A 1v1 will be resolved in an hour almost all the time. If your opponent doesn't leave, it may take you 20-30 min longer to finish them.
Is the benefit from repulsion really good enough to overcome how terrible Illums and carriers are?
You can hold alt to see the orders, and hence targets, of all your ships.
I keep reading that Repulsion is a very useful ability, but I don't really see how it could be used in anything but a stalling capacity. Sure, you push their ships far enough away that they can't hurt you, but then you can't hurt them, either. What am I missing here?
It has less strategy, certainly, but there's probably some. It is just a dumbed down version of the game, though; think money maps in SC.
You won't make it to a fleet of 800.
This strategy will fail completely against a competent human player. Cap ships lose to an equal cost of frigates, and lose so badly the battle isn't even close. Cap ship research is also very expensive, and requires you to buy lots of fleet upgrades. Even if you're a micro god who somehow gets incredibly lucky and never loses a cap, you'll still lose every battle by being forced to run all your caps away.
This feature already exists. When you make a game, you can set the speed to "Fast."
Research long-range jumps and you can jump from star to star.
[quote]Because fighters deal anti-light damage. Anti-light damage is weak against medium armor, the armor of cobalts.ah, yes... the proven strategy of theorycrafting[/quote] It's not theorycrafting, it's the game engine. Fighters only do 25% damage against cobalts. It's ok not to know that right away, but try not to act smug about your own ignorance.
Repair bays, like all defenses, become worse and worse as the game goes by. They hardly become useless, though. They can keep cap ships and other structures alive far past their usual lifespan.
Going civ-labs first with advent is pretty risky, especially for three at a time, since it leaves you wide open to an LRM rush. You might be able to pull it off, but civ lab openings are very map dependent; military labs are generally a safer bet. Other suggestions I'd make is to make a Radiance/Missionary first instead of a Mothership, so you can get to Cleansing Brilliance faster. The missionary only captures planets a little slower, and will let you capture neutrals, which is nice. You almos
If you can post a replay, we can give you more specific advice. (Click "record" at the end of a game.)
[quote]Sounds great that changes to RA are coming, though I wouldn't mind being assured that it isn't "just" a fix to the exploit. I love how 'omg we quit playing this game because of one skill'. Here's a nutty idea, don't use that skill or play a different race until it is suitably balanced? : gasp :I would think their issue is based on others using RA, not themselves.But he was citing he and his close friends all quitting because of it. Methinks it would be pretty easy to say "Steve, Bob, let
I like how everything the Advent says is sexually suggestive ;)
[quote]I've never lost against a 1vs1 AI on large size maps in v1.03.Trick is, always send in all your ships in 1 fleet. They will always flee/retreat, also make sure your fleet comprise with 40% siege frigate, so you don't have to stay in that system for too long. Just follow the AI to their last planet, and it's simple.[/quote] Does anyone ever lose a 1v1 against the AI, on any size map? Hell, you can make nothing but your free cap and scouts and beat them...
[quote]Returning Armada has been re-balanced. No firm details yet, but I can report that the exploit where you could exceed your available fleet points has been fixed.[/quote] Awesome!
It would be excellent to hear from the developers on this. Balancing RA without making it useless might be difficult, but it would be very reassuring to know that the problem was at least acknowledged. If someone (Huntingx? Jinx?) has some RA replays to share, maybe this would be a good thread to post them.