i dont' think a fixed start locations will come in 1.04..
innociv
That's exactly what turrets are for, buying you some time and anti-siege until your fleet arrives. Thanks for pointing that out. I wouldn't mind them getting +35% range -25% damage, though, so you can cover more area and stack them more, and them reach further out to the gravwell. But that's more a rebalance.
I think gaurdian repel still works against assailants, but not javs now. I'm not sure what the exact range on repel is, i probably should of checked the entity files. In the strikecraft thread a lot of people have very very silly suggestions regarding how to balance them imo.. 1:2 sell wont' be good enough unless the average buy price is real high. p2p network is what we have now is the issue.. You mean client-server networking?
I know it was the result of an ingame test, but if you had two good people playing in 1.02 and one made assailats and one made assailants, I can assure you the one making assailants will win. They DID win. And I don't think getting a credit drain early on is going to effect that. The first fleet cap is only taking like 2credits/second, and the 2nd might be 6, depending how early you do it, though with the higher supply they would be upgrading it early. But yeah, maybe t
Um.. Fighters do 20 DPS against light armor. Assailants do 13 dps against light armor. I'm not saying that fighters are good, i'm just saying that you're WRONG.
No, I understand these things just fine. Many people can attest to that. -_-
ahaha yeah.. A shader with a fresnel alpha please? The fresnel alpha would be 100% transparent near the center, and the same opaqueness on the edges. So you'd only see the effect on the edges of the bubble no matter how you turn the camera. [img]http://wiki.blender.org/uploads/c/c6/Manual-Part-III-fresnel-ball.png[/img] Example on the middle and bottom. One part of the fresnel is the reflection, the other part just a diffuse. But instead imagine the reflection
[quote]One posible alternative would be to nerf capital ships planetary damage. so as to force the player to bring along siege frigs after the capital have cleared the space around the planet. But that would suck.I've played games where the AI would throw 56 siege frigs on my planet with no fleet on it. And that planet would almost be alpha-striked. But two things, first, with the TEC planet shield with its two upgrades researched, the planet would actually last long enough for my fleet to make
http://spreadsheets.google.com/pub?key=p7xc_snd9Cc-6o2UwvPEWUg&gid=2
Someone has a girlfriennddd. BTW, thanks again for deciding to give us a balance update sooner and save the extra features for later!
No not double.. Also you're forgetting that bombers and fighters replenish for free, and have longer range, and only flak and abilities can attack them. In many cases, they SHOULD be weaker. They shouldn't ALWAYS be the best bet. Also keep in mind bombers are supposed to be anti HC, anti support cruiser, anti-building, and anti cap. Part of this issue is due to LRMS having an overpowered damage type. See my post where I've gone over the issue o
A lot of stuff people are suggesting is stuff i'm sure you wouldn't see in a small patch that's coming. It's more expansion stuff. Cmon guys. :/ [link="https://forums.sinsofasolarempire.com/304141/page/1"]https://forums.sinsofasolarempire.com/304141/page/1[/link] All I think is needed pretty much is here. :P
50% more damage against lrms is too much. They already do 20dps against them. Fighters need their own damage type that's the same as AntiLight but with 100% damage to medium and heavy armor. It's just fighters need a damage buff against light frigs and support frigs. Bombers will then be better against CAps, Buildings, Heavy Criusers and against flak, and only do slightly less damage against everything Fighters is good against(only thing fighters would have a big advantage against i
haha I know it's HuntingX.. I just got confused from sideshow. :x [quote]I didn't run tests myself, but it appears to me that if Assailants lose supply vs supply, some changes need to made. It's actually really simple. Lower their costs so they win cost for cost. Then, even if they lose supply vs supply, it's alright. However, the key really is that they must beat their counter unit, and by a reasonable amount. I'd say if it's cost for cost, assailants must win wit
[quote]2. Antimatter toggle low/medium/high for ships, so autocast will not use more than 33/66/100% of total antimatter. 3. Pirates attack random planets.[/quote] These are both great ideas.. But random attacking planets for pirates should be a "pirates hard" option, and also come with pirate raids being twice as strong. :) Also make pirates not screw around with trade ships so much. Right now pirates are so weak. 2-3 guns and 2 repairs stops even a 20k bounty
The only thing that doesn't' have text is the opening movie (which i've never watched in full) and the speech when you give a unit orders "This is how space junk is born!". All alerts, such as planet under attack, has text near the bottom left and there is 4 boxes which show alerts that is the same as the speech. (Though me I'd play way worse not hearing it. I don't notice those boxes any. :x Just too bad it's usually a scout OMG ABOUT TO DESTROY MY BASE ALERT ALERT)
Tec or Vasari could have their colony caps colony skill buffed by giving cheaper bombing shelter upgrades(like 40-70-100% cheaper) But um.. Siege frigs are horrible. A marza is as good as 7 or 8 of them, and costs LESS than 4 of them(not factoring in cap ship crew research) and still costs less than 7 or 8 of them including cap ship research to give you a 3rd cap -_- [B]So for less money and less than HALF the supply you can get a [U]2nd and 3rd marza[/U] for LESS than
But as I said, supply isn't the only issue. However, maybe Assailants should just get supply increased to 7. I'm not so sure. Real world examples show differently than testing supply vs. supply. Clearly assailants mop the floor with disciples currently(as they should, of course) in REAL WORLD examples so i don't see why just 33% more supply will ruin them. 33% more supply doesn't make the unit 33% worse. To make the unit 33% worse you'd need to give it 33% less shields, less
I think HunterX already commented in the other thread when i referred him to the list.
I got it working somehow..
or put it on a thumb drive, etc.
[quote]Luke, the infocards for the ships already say what other ship types they're good against. For example, showing the infocard for a fighter squadron will tell you they're good against long range frigates, siege frigates[/quote] Flak needs to say it's good vs. LRM.
I think they intend you to play at least 4vs1 to get somewhat of a challenge. That's why there can be 10 players so you can do 9vs1 unfairs.
Mothership is slow.. but weak? It's the highest dps support ship, iirc(though it spreads fire to 3 targets), has some of the highest hp and shields.. and not to mention it's abilities. I believe though, but i'm not certain, that when the mothership with resurrection dies the ability activates. I'm quite sure this has happened to me before.
Yes. Assailants kill disciples 4:1 or 4.5:1 or so. So it's still 2:1 supply wise. A 33% supply increase isn't going to make it 33% worse with costs increased. It just makes people who spam LRM's have to upgrade fleet sooner which drains their credits fast, and it also makes people need to consider other lower supply units more if they want to keep under a certain fleet level(so they don't go over and have economy drained, thus more credits to do more research and expand more, as veteran play