[quote who="ZombiesRus5" reply="805" id="3254552"]Does EadTaes play under a smurf. I've only seen this person play shortly after release. [/quote] I still play, just not nearly as I used too. I think the titans are breaking them game with their super fleet wiping powers. It's almost as if everything in the frigate factory becomes useless after lvl 6 titans are out normally. So it kinda make the game boring in my opinion.
EadTaes
Epoxy, tiny amount.
Orgovs needed more then 30. Also to engage in a large battle like that you need to have power to endure an attrition war. That means you need staying/tanking power, You will need 30-40 hoshikos and 20 cielos of your own. Kodiacks should be your front line cruiser, if you have Fleet supply extra some 30-40 additional LRMs is a good choose. 20 flaks and 20 corvettes to provide aerial covert for you fleet is needed, in addition I would also load half to all my carriers with fighter to shut
I still find it hard to believe this thing is still floating around.
Well as a player that plays only TEC in MP and that many here as have been on my receiving end I will give you some pointers. First off the first that that you doing glaringly wrong is that you are ignoring the best ship the TEC fleet has. The hoshiko is the backbone and lifeblood of any TEC fleet. Early game 10 or so are essential, mid game bump it to 20, and for late game 30-40 depending on how good your opponent is. That 20 hull repair a second goes a LONG way in kee
It's why this game is seriously lacking a p2p map transfer protocol. But I thought they might have fixed that in rebellion no? Need to check info again.
But your taking 20% lest damage. You with an Akkan with lvl3 targeting uplink you only lose 55 DPS. For TEC in an astroid belt with and Akkan you can do wonders!!! The targeting uplink skill goes from being mostly sucky to being almost godly.
Darvin3 has the best solution to your problem. But I would also add that that asteroid belt is a cap leveling bonanza!!! Have a starbase there with full weapon upgrades and Max resupply. Rest distribute between armor and strike craft to your liking. That resupply skill combine with hoshikos is gonna be insane since your can just let your hoshikos go spam crazy on booth repair-bots and demo-bots and they won't run out of AM. About 20 would be super. LRFs definitely, place them on h
Try playing the game on fast instead of Fastest and normal start instead of quick start. Helps a lot with the early game imbalances.
SHIT!!! THAT THING IS BIGGER THEN A PLANET!!!!
So far nothing. Haven't been around because we have no news.
[quote who="KrdaxDrkrun" reply="7" id="2959671"]The particle effects are the real interest of mine. What are they going to do to them?[/quote] They might take a page out of bailknight's mod if they want to improve effects.
[quote who="Yarlen" reply="1" id="2912148"]You're on the right track. As to what will differentiate them, you'll find out in time. [/quote] The capital escort Idea was much interesting wouldn't you say?
[quote who="Darvin3" reply="10" id="2908995"]I'm not sure when that change was made, because it was always my experience that unupgraded carriers would be depleted in an endurance battle.[/quote] yeah it was mine too until I tested it under controlled situation. I literally walk away from my cpu and came back 1 hour latter and he advent carriers where still almost at full AM. But their fighetrs wing where all dead because flak was slaughtering them and I had remover the build penalty
I think one of the reason Siddy has more to do with your attitude then your "proness". You are not very fun to play with I am sorry to say.
Then they have made a change to AM cost of SC without me noticing it. They nerf batted the carriers so bat. Because when I made the mod that you tested with me back then it would never run out.
[quote who="Darvin3" reply="6" id="2908918"]The problem with carriers is the differences in battle between early-game and late-game. Without antimatter upgrades, and with the heavy emphasis on endurance and phase jumping in early-game battles, Advent carriers do run out of antimatter. In fact, they run out far too easily and this is one of the primary reasons they go unused. Late-game, bombers are a shock unit and not used for their longevity. This means the ability to
the anti-matter system on the carriers vs Sc vs flak is completely broken and none functional to the point where one can say it doesn't exist. I made a mod a long time ago when I completely reworked the system and got it working. Hear where a few findings: When I removed the build penalties that was IC's lame solution fix that did more harm then good. Advent carriers will NEVER EVER run out of AM by getting it's SC shot down alone. To bring it inline with the other carriers It
instant repeat action.
I think it's because of the pasive aspect and the fact that since it repairs hull it become inative when hull points reaches full and doesnt recycle. I think what you need is a trigger event for it. Would need to be able to set the trigger to activate when x dmg has be done to hull and deactivate when hull recheases y amount just before be full health with a condition reset at the end of the script. The problem is, is there even condition/even/trigger code in sins to allow to script this? I t
Corvettes for capital ship escorts concept. Build system: Corvettes are built from a new production facility, lets call them Dry-docks for now, which can only be built after researching. Best implementation of the build system for corvette would
I can tell you the targeting changes to Nano-Assembler will requier new fancy code becuse from what I know changes of target conditions are not modifiable yet. But then again for the corvette ideas I am working on woudl also requier changes tot he targeting simtem to only on a different level.
[quote who="Darvin3" reply="72" id="2900329"] oh! how about a late game tech to get capitol ships up and running at higher levels because a lv 1 sucks late game. basically a mass trancendance thing Mass Transcendance is Advent's thing. TEC and Vasari can still buy capital ship levels, it's just expensive. I think the bigger problem is that there are too many capital ships that suck at level 1. The good capital ships that get used in online play are generally q
Darvin3 I want IC to prety much copy paste what you just wrotte down into rebelion.
That's also a good idea. But from what I know of the games current code it would require creatign new scripts for it to work in it complexity. The idea behind my sinple damage reduction to damage when bombers are hit would not requier any new code. They would simply copy paste the code they place on carrier when they take dmg and replace build penalty with damage penalty. Would take 5 minutes to put in.