Illums aren't overpowered. They are only as good as javs on a cost-per-cost and supply-for-supply, if that.. jesus. as far as embargo.. no for what you suggested, but: https://forums.sinsofasolarempire.com/308317/ The only thing I agree on is that skill damage should not propagate with malice(Ie brilliance, gauss rail gun, yada yada), which i also said in my thread.
innociv
i think it works fine.. alt+click a flak, put them in another group. What I do is: group 6 = everything. group 1 = main offense group 2 = support1 group 3 = support2 group 4 = flak Seems to work as intended to me.
hahha.. sorry it's really late. Yeah, I meant mothership.
Bah we need to stop giving tips to people, teaching people how to play, and educating people about strategy, especially other clans. ;) Good thing people often just tell us we're wrong and argue with what we know to be right. :)
Marza, Sova, Malice, Radiance, Antorak, and Kortul are clearly useful.. If you make all the caps too good, wont' these be too good? I think first all the caps need to be balanced on a cap-per-cap level. And I still believe the main issue the xp sharing and that hc's and lrms kill caps too fast.
I think there is a tutorial on these forums for running it on wine.
HW2 does look better. Not from a technical standpoint, but from a "looks better" stand point. But what game am I playing now?..
Stupid no edit.. And it's not like what i've suggested it a complex undertaking to fix. The only thing complicated is the issue with strikecraft ai/flightpattern. And these are issues we've mentioned for many weeks, some before 1.03 even.
[quote]It's best not to keep your carriers near your fleet. It's best to keep them far behind.8000 range isn't even the range of Jav LRM's. You don't want your carriers that close.That was kind of my point, though I should have said it better. Concentration aura is only good when you have the Rapture nowhere near combat, which makes its other abilities useless. Thus the suckage.[/quote] Where is why an increase to 15000 range would make it much better. =] WC:
It's best not to keep your carriers near your fleet. It's best to keep them far behind. 8000 range isn't even the range of Jav LRM's. You don't want your carriers that close.
[quote]The Sequel - CAPITALSTo keep things short, I agree on most counts, but I'll just outline the cases where I don't.ADVENTRadianceAnimosity is currently an obscenely powerful anti-AI ability, and only moderately useful in multiplayer(I found out that ordering a phase jump will break the force fire). If it did what you suggest, it would be stupidly powerful, Subverter style.I have no idea what should be done. What could be done is change the ability to reduce the accuracy of all enemy ships i
Black market desync would make sense for why people are getting way more of them in 1.03/1.04.
the Vasari Whales DoT ability has less recharge than duration, so the dps is actually higher than you may think. But suggesting guass railgun do 100DPS(600 damage every 6 seconds) ignoring mitigation is ridiculous, yes. Sometimes I think i'm the only person who can do this math. >_o
You're missing how disciples can't use abilities while disabled.. [quote]An ability should NOT be dependent on a heap of research (+antimatter), other ships abilities, and its own abilities (which automatically drives the cost of using the railgun to 75 AM + 175 for Finest Hour) to be useful. It should be useful on its own.[/quote] So all abilities should be great without any progression and research, and just ignore some abilities becoming insanely overpowered due to it? <
I think it was just that way and it had lower cost to offset it... Doesn't need changed imo. It's unique. [quote]Disciples with steal antimatter do quite a good job of neutralizing subverters if you use them properly (good micro, etc). Guardian is tougher since repel only needs a TINY amount of antimatter to work though...[/quote] except that subverters have 4000 range and steal antimatter is 3000. And I've never seen you use this strategy in games we've played.. so
[quote]If you throw in guardians and subverters, they counter HC pretty well . Then light frigs (disciples anyway hehe) can help counter those guardians/subverters ...Round and round we go, where we'll stop nobody knows![/quote] Ehhh? But subverters and gaurdians counter light frigs too.. And that's just one overpowered thing countering another with the example you gave. :\ We know that works NOW. What happens when subverters and gaurdians are fixed?
I don't' regret paying the $45. I have gotten 500 or 600 hours or so of enjoyment out of it.
Light frigates do counter carriers, flak, supper cruisers well. It's just that both HC's and LRMs stomp them, especially HC's. And when "HC's come into play you don't need light frigs" is exactly what i was getting at. Early game, the RPS is pretty good. LRM counters Light frigs. Flak counters LRM. Light frig counters flak. Then you throw in HC's, and they counter everything except not LRM's as badly. This is why I think it's important to
.. I was trying to make a point that having tournaments for EVERYONE. Hense tournaments to win where you'd get something small like a free mini-expansion worth $10, or maybe win a full game. You could have 5000 people win a free mini-expansion and that hardly cost anything. While you may sell them for $10 or $15, they don't actually cost Stardock that much to give away. But perceptually, that's $50,000
They're going to increase texture resolution by 4x is all I believe.
I didn't. I went over that in my original post. HC's still would beat light frigs cost-per-cost and supply-per-supply. They just wouldn't be crushing them into oblivion. That's kind of the point that you should make lrms to counter light frigs, not hc's to counter everything. javas, the fix to gaurdians, subverters, and cap ship xp sharing cannot be modded. IC needs to fix them.
that 2% would do way more than you're fathoming.. That shield mitigation tech is so worth it in a long game. And yeah, culture does need to be better, and culture repulsion needs a nerf. If i put 8 broadcasts on a planet neighboring an enemies they should be forced to scuttle logistics buildings in order to make 3 or 4 broadcasts and possibly put a cap there, or else their planet drop as if nothing is there. [quote]Sorry, had a lot of work, to do.I would
50% is still a TON of damage. You have to keep in mind that HC's already have the highest DPS of any unit to start with before taking into account modifiers from Composite. So 25% is still 5 dps. Like I said. 50% would be too much I'm sure. It's a huge change, but HC's are broken. 5dps against light frigs light armor is still a lot. And I don't think the issue with LRMS is that they're too good against light frigs.. they're too good against caps. They are supposed t
[quote]I agree on alot of this. I hope that 1.1 addresses the most pressing of these issues (although I think its unrealistic to expect it to cover all of them in a single patch).I hope they change the XP distribution to not be split as well in 1.1, that alone would be a nice buff to caps.[/quote] Not really a lot of changes suggested, just a lot of text. It will take more time to read it all then to change the things. All but the cap ship xp share i could do within 2-3 hours of mo
Distortion field is obviously overpowered. Repulsion.. it's really good, but gaurdians are also more expensive than HC's. With Gaurdians what's needed is better counters. The problem is the range on subjugators and subverters disable is too short, so they get repelled away before they can disable. The range on those abilities needs to be increase ~1000, and cobalts anti-am ability range increased ~2000(and get better auto-cast!) rather than nerfing the ability