Bring an Eradica maybe. Worst case scenario you do a Titan-trade. ;)
Carighan
Am I alone in feeling that instead of adding 1 new cap each, the existing caps should have been revisiting. I feel like there aren't enough roles in a race to warrant 6 caps unless I get, say, a merchant cap ship, or a diplomatic cap ship, or a starbase builder cap. Actually, that all sounds reasonable, gimme. :D
Taking a queue from other games (largely Homeworld), Corvettes would carry bigger weapons than strikecraft but be slow enough for "normal" guns (not AA guns) to hit them. In other words while nearly as cheap as strikecraft, they'd be too big to really [u]be[/u] strikecraft. Translated in SoaSE terms, we could have Corvettes as a build option on Carriers / Caps / Bases, their damage being substantially higher than Strikecraft, and being Bomber and Fighter combined of
Hrm. Maybe expand animosity so it's targetted at an enemy + radius, and the ship specifically targetted deals X% less damage to the Radiance? Although that'd heavily unbalance early Cap + fleet vs Cap + fleet fights. Maybe change Detonate Antimatter to an active ability which prevents the ship from taking more than X damage per second, but cuts own DPS by Y? That way your Radiance can taunt a group of ships, turn the tank buff on, and independent of how many shi
[quote who="Smith89" reply="2" id="3152805"]I think everyone agrees that it is broken right now problem is how to fix it without breaking the back of the player who0's titan was destroyed. [/quote] I'd be curious why that would be a problem? If at all, it'd indicate Titans are too cheap and too weak. I mean it's a [u]Titan[/u]. You pool a gargantuan amount of resources into a ship which is stronger than multiple caps combined. But if y
The Coronata, a bit like the Ankylon, is a strong army-supporter. Suppression Aura coupled with some Corvette debuffs + Shield Projection makes your army lasts for ages. Excess Antimatter you can burn off either with Subjugation (if they ever get it properly debugged) or Unity Mass, I'd mostly make this depend on whether you are blanketing into small ships, or need to snipe out specific utility ships quickly. It's weak, yes. As army support it's very powerful howev
The Eradica is supremely powerful as far as I tested it so far. It doesn't help that even [u]should[/u] you destroy it, it'll just destroy you in turn in most scenarios. So at best you can force a stalemate.
The idea of making battleships good against [u]all[/u] enemies, including strikecraft, is quite interesting. This'd make them the default choice when you need combat power since they will never be a bad choice at all. Although you can still argue Carriers can also be anti-strikecraft, they can't switch between their "modes" quickly.
Maybe we just need to rethink how carrier caps work? They are supposed to distinguish themselves due to their huge number of strikecraft, right? [u]Why[/u] do they have 3 full abilities like other capitals, then, instead of say, two of their abilities being passive, one increasing the number of squadrons hosted by 1 per rank (and reducing the base numbers accordingly), the other improving the replacement speed but eating up antimatter when replacing strikecraft? <p
Am I the only one who thinks that the new cap ships are entirely unnecessary? Sure some of their abilities are nice, but it's stuff I'd rather see on other capships, replacing marginal or underused abilities there. I mean we just got close to having some synergy between the other caps, the carrier-"problem" remains, and now we're adding new ones? It just seems to be throwing fuel onto a blazing fire. :S
Yeah there must be some bugs left in SA, it was bugged in previous version too.
To be honest, I don't see it as an AI issue. If I could royally piss you off chaining Armistice, very likely making you misjudge other areas due to the rage I caused, I'd go for it. Sure. Best type of warfare, winning without even shooting.
In addition, be advised that autocast Shield Projection is probably the worst of automation AI in SoaSE, so you should never ever use that. This led me to single-hotkey my Guardians in larger fleets so I can quickly tab through the bunch of them to position/fire their projectors. As Darvin said, well-positions + supported by a Progenitor your only real weakness is to keep disabling powers off the Progenitor - your fleet is basically invulnerable. Phase Missiles may disagree with you t
[quote]If they just reduced their turn rate like 50-100%, they have an achilies heal. [/quote] Not a bad idea. Maybe have them have an ability, "Weapon Mode", which they have to trigger first. Takes say 15 seconds, and it takes another 15s (nonmoving, static) to turn it off again. And while Weapon Mode is engaged, weapons work but turnrate is down 50% and speed is down 50%.
The problem I mean with overall strategy is that there is just too much predictability in our games. And usually, as soon as a game developer adds unpredictability, forcing sides in a battle to make strategic (not tactical!) adjustments to their setup, the whining starts that the game relies too much on luck. (no joke :S ) Currently you know the enemy can attack by pattern X, Y or Z. You counter them with X1, Y2 or Z1, respectively. There's no "strategy" in that unless you
[quote]Playing RTS games online has always been a load of horse shit. 'Strategy' is a myth and really has no bearing at all on how "RTS" games are played online.[/quote] Due to their nature, RTS games are more RTT (tactics) games. Even in games like Supreme Commander or SoaSE, "strategy" merely means knowing a build order and which buttons to press. The strategic impact of any larger decisions is minimal, as there is always "the" strategy.
[quote]They fixed the crystal rush but the cure is worse than the disease. the 1.03 market effectively discounts resources by 1000s of credits for heavy early buyers. Hello TEC and goodbye game balance![/quote] TBH... didn't TEC need it? Now that Javelin's are essentially flying paper airplanes, they really don't bring much to the table anymore past their humongous credit-printing capabilities.
[quote]In short : is someone who have pirated Civ IV less likely to buy GalCiv 2? If it is the case, then piracy could only be tackled by a industry-wide action, which (as a player/buyer) I am afraid of.[/quote] I'd divide into three types of pirates there: There's the type which just pirates everything, out of the box, despite having resources to buy at least a part of them. These can largely not be converted, though with really really really strict copy protection y
My only real answer would be Progenitor + Halcyon (ideally x2) on Advent. Shield Aura + Malice + LOTS of strikecraft. But then that's way too slow to counter early LRM attacks.
[quote]You guys go into this great detail about your fleets... All I do not even worry about adding ships in! With Advent 3 Halcyon Carriers and 15 Aeria Dron Hosts can kill just about anything with waves of fighters, including the Flacks. I clear Pirate bases with ease using the fleet listed above. Of course my units are all upgraded. I research up pretty quick.[/quote] That should (and probably would) lose to an equal fleet of Def Vessels, unless you completely out-tech the oppone
[quote]Just out of morbid curiosity, is there any place in this genre for people who don't micro the daylights out of everything?[/quote] Statistically speaking yes. Actually speaking... no. The problem is that there's "gaming", and there's "competitive gaming". The soon you play2win, you want to micro. Even in TBS games you micro, only there everyone does it, automatically. You might click on auto-combat at times but tbh you only do that if you're 100% sure you'll win
Depends on what you play. As Advent I'd bring Progenitor + Rapture, and a mix of my own HCs and Illums. Then have the HCs stop him, fly in the Progenitor, use Malice, shield up the HCs with the aura (this makes your HCs nearly equal to his despite lower numbers), and then go depending on what he does. If he focuses on your HCs, blast him to shreds with the Illums + Malice. If he chases the Illums, kite him while killing his HCs one by one with yours. And i
[quote] Besides, after the six frigates I am researching Capital Ship crews and building a hoard of capital ships.[/quote] That's quite the waste. 1-2 early ships, yes, you need the abilities. But beyond that, low-level caps are a waste of pop as they are very frail and weak in combat compared to proper ships. Sure, once you got the army behind them you can build more to level them, but we're talking minutes and hours into the game here, not the initial rush.
Can only comment on Advent: [b]Radiance[/b] Quite ok overall, but in the end it is a "simple" ship. It can kill enemies, and more importantly it tanks out the damage of the enemies. Be careful of anything disabling/ignoring shields though, for a Battleship the Radiance is extremely fragile. Animosity + Energy Absorptive Armor for the win however, and then dump the gains into more Detonate Antimatter. Despite being the main fighting ship, I use the Radiance as suppor
[quote]TEC-Foriegn Sabotage *enemies in your culture lose 50/100% build rate* The wiki claims to reduce enemy build rate by 50% each rank, and there are two ranks. These numbers would suggest that with both ranks researched and a pervasive culture, you can completely prevent opponents from building. Can anyone confirm this? It seems really strong?[/quote] This is bad wording from how I understand it. I've only had it used against me but it is my understanding that 100% means I t