[quote]I'd actually like to see it for all capital ships. To be honest, they're all really vulnerable to focus fire.[/quote] I've thought long about this. I think the solution is to make caps counter caps (in other words, bomber and lrm damage against caps should be severely nerfed). That way caps are around to support the fleet, and if you want to counter a cap, you build the proper counter cap. Of course, this would probably require rebalancing caps so as to make
Agent of Kharma
How to stop subs as TEC? A good question! Not sure it has a good answer. Theoretically, the light frigate is supposed to counter support cruisers. Thing is, the subverter can and will shut down light frigates. Still, building masses of them, keeping them spread out if possible, and researching OVERLOAD REACTOR (or whatever the ability is called) might be one of TECs best tries. This approach would still be hard to pull off though, especially with the prev
[quote]You have the basics right; trade isn't particularly useful early on, but becomes increasingly important later in the game.[/quote] I respect Darvin's expertise and knowledge of the game. But we may differ slightly on this issue (or hell, we may not). My general answer to when you should start getting trade ports or refineries is "ASAP." Of course, like with anything, there are exceptions. For instance, if there is an enemy a few jumps away from you, do
You certainly need to make use of both of these, when and where applicable, especially trade ports. Unless your opponent is on your doorstep, or you are in a fighting slot or flank on multiplayer, you need to consider building these structures as soon as you possibly can. There have been posts made about how to use these structures ad nauseum. It would be a waste of breathe and typing to repeat it here, so do some searching around, or perhaps someone here will post with so
Technical issues (minidumps, desyncs, crashes) are better. Gameplay balance is better. But since Diplomacy, getting into a multiplayer game is a lot harder, so that aspect is much worse. Some people believe that multiplayer is essentially dead at the moment. As far as running into assholes who won't let you play, or will automatically boot you from games because you are new, this used to be a severe problem. I'd say overall, with the much lower player counts, t
[quote]You can't do that though... You can't have an ability simply ignore one type of ship[/quote] Why not? Certain abilities already do ignore certain types of ships. Subverters can't shut down capships, for instance. In Starcraft, an Arbiter would not cloak itself, nor other Arbiters. The precedence for abilities ignoring one type of ship is legion.
[quote]It's comments like that that make people not like you.[/quote] Whoa! I guess i was in a rush, and the terseness of my response was somehow interpreted as dickishness? All i meant was that the advice I gave (learn to eco, learn to expand and colonize, etc.) is as good for single player as it is for multiplayer. I didn't mean anything else. And my response should not be taken as a criticism of advice you may have given - in fact, I don't even know what adv
He said it would need to exclude other Radiances that are using this ability, LOL.
My advice is also the correct approach for single player.
[quote]I'm just not sure of the rationale for the damage transfer though?[/quote] If you are asking for a lore-based rationale, I have none. I have never cared for lore when it comes to balancing any game. I suspect that a sufficient lore could quite easily be constructed, as Volt saw when I proposed another solution to something months ago. But for me personally, this is unimportant. But if you are asking the rationale for why the ability should dump damage
I actually don't like most of the advice given so far in this thread. There is tons of info out there, and I've written posts ad nauseum (as have others), so I'll just be brief here, and let you do some searches on this forum on your own. 1) TURN PIRATES OFF. 2) Select small random map, normal fleet size, all normal speed settings, normal start. Before playing online, you will need to practice with all fast settings, and quickstart, but I wouldn't recommend it at t
[quote]It would only take about 6-8 of us to put something together, anyone up for that?[/quote] Put me down. Due to a recent move, I don't have the greatest connection in the world at the moment, but that will change within the next 2 months. I can still playtest now though, I just might be laggy. [quote]Though balance minus the Skirantra issue has improved greatly overall...[/quote] I agree with this. My impression is that balance has improved great
[quote]I actually tried it once when I lost my Sova to big a chunk of LRM's. The brick survived a little longer, but its lifespan was still around 30-40 seconds.[/quote] Thanks (that's what I figured). Now I don't have to bother trying it myself. [quote]I had hoped that the sync bug fix would also revert the Skirantra buff. [/quote] This isn't a comment on the skirantra either way, just a general comment on the devs and balancing. They are just damn, damn
I totally support buffing caps, as I've said before. However, as counter to conventional wisdom as this may sound, I think caps currently go down far too easily to FF to be able to fulfill their role of supporting the fleet. As such, I just build the first one these days (a colonizer), and just keep it out of all battles. Yes, even though multiple carrier caps are all the rage, that's what I do. Since people are so fanatical about focusing and killing caps, I wonder
In-game stats for mines: vasari cost 570 135 70 range 650 damage 700 advent cost 530 120 65 range 100 damage 1050 TEC cost 510 130 55 range 650 damage 700
I've said that mines need something.
I think my animosity idea was certainly "within reason." You didn't like it, but I like it and others liked it and said so. I would like to see you add it, otherwise you are basically saying its ridiculous and not even worth a mention. At the very least, wouldn't you rather have it than what you have now? Also, the point is that while an idea might not be perfect, it can trigger another idea (in a reader's head, in a dev's head). Also, people can have ideas for h
Well if you are going to do this thread proper, why not edit your post to include the various proposals out there? Darvin and I both have ideas about animosity, why not add them? I had an idea a while back about GRG (make it a true rail gun - have the shot go clean through anything in its path, and keep going). I have also posted ideas about magnetize and subversion. Others have proposed plenty ideas on various abilities I'm sure. Why not add all ideas that every
deleted.
SB should be better than it was last patch, and worse than it is now. Some middle ground. Some people say revert it back entirely, but this would just make the Halcyon OP again, and the Skirantra the red-headed stepchild who can't keep up. The Skirantra of last patch did not have the destructive potential of either the Halcyon or the Sova. Again, a nerf from where it is now, but a buff from what it was last patch.
The general answer is - USE THE BLACK MARKET, ALWAYS USE THE BLACK MARKET. Refineries are only viable under very situational circumstances. You will need a planet with a lot of phase lanes going out of it so that refineries there would cover a minimum of... say 12 extractors (more is better) for refineries to become a viable option. In other words, you would only ever have a couple of places on a large map where you might could viably put refineries. So the answer
It's Distant Stars. Why didn't you mention you were using a mod from the get-go?
Skirantra was buffed because it was the weakest of the 3 cap carriers, which gave a serious handicap to an already-handicapped vasari. All factions limp along with various unviable capships of one sort or another - this is no problem. But with the "carrier caps rule" patches, no faction limps along with a weak carrier cap. I've always thought that magnetize would be far more useful if one could magnetize his own ships. But I haven't thought it through enough to know
Weird, your system completely blows away the generic laptop I'm using to play Sins, but I never have a slowdown, no matter how big the mapsize I play.
[quote]In actuallity the lamest cap ship has to be the anturak marauder. [/quote] The antorak is a great ship. The problem is, you want it to be some massive dps fleet killer - of course it isn't that. And the reason the MP folks hate it is, it is never going to have any use on crowded rush maps. If I were playing a large, noncrowded, non-rush map, it would be one of the first ships I would buy.