Well, this would depend HEAVILY on what levels the caps are at, because an unbugged Kortul would just sap antimatter from the other caps and at the same time be able to use its own Power Surge. At higher levels I say Kortul At lower levels I say the Kol just because of the shear amounts of armor and health.
Raging Amish
You'll find that most people will accomodating mystic. Just be wiling to listen to vets and you'll be fine.
They're never worth it early on. And that includes Sova rushing, however if the bug is fixed, paying to upgrade the Sova early could be the lone exception. My take? The first cap is left to develop on its own. The only time I ever bother with buying levels is when I'm nursing a second cap to a higher level. If it is over half way there, and won't see battle soon, I spend the money to get the upgrade. The problem with spare caps isn't so much getting the experience because the odds are
@Whiskey I guess I should mention that I was only speaking if the abilities were to make logical sense as to which capital ship they'r eon. When you think carrier cap, you think, oh...capital support. Hence the anti-strikecraft ability, the extra strikecraft abilitiy...and then.....a firing aura that doesn't affect SC? I said adt the end of the post that really...putting Vertigo AND concentraiton aura on the same ship would probably be a bad idea balance-wise, but a logical mo
https://forums.sinsofasolarempire.com/308726 I think it was HuntingX who first came up with the idea of Sova Rushing. Claiming you coined Sova rushing is sorta ironic (if i've used the word properly for once), cause I'm pretty sure you started playing after the Embargo nerf. The whole point of said link is that was put up during 1.05 on Vanilla sins. Sova rushing has been around since the game came out. I don't remember your name when the game came out, so you can claim it all you wan
Put up the hotfix, thx fellas.
I realize the issues I'm about to bring up have for the most part been addressed by Kitkun's mod, but not by the devs, so I shall make them anyway. The EMP bomb has to be shot straight forward, but the dunov is a side shooter. This makes using the ability more than once when you charge into battle cumbersome if you want to get the ideal target. Magnetize currently doesn't stop channeling abilities, only prevents abilities from being used in the future. (Fighter destruction is
The majority of noobs we run into are decent guys who are just that....new. The problem is when you run into the guys who think they're god's gift to gaming and don't listen. There's more than one type of noob my friend.
Forum go BOOM!
Personaly I'd like it if the ability would be replaced with "Kamikaze Bombers". The idea is pretty much take the current ability but add an addendum in programming. Make it so that they can only do one run/strike. When they do their "first attack", the ships are lost, do a little damage, but most importantly, disable abilities on the ship. Oh, and the strikecraft would have to be invulnerable. Not too much to ask for considering they only will disable one ship. I don't think that abil
I ithink the issue I have with calling [quote]Illuminators + some Flak + several Guardians w/ Repulse + a Progen + a Halcyon. Fleet size and player skill being even, this fleet will win. Of course, this isn't spam anymore, it is a diverse fleet.[/quote] that a diverse fleet. It's largely because the fleet is a fleet that was not intentionally balanced, it was a template. By that I mean, 1. Build Illums 2. Build Flak to counter the Fighters your opponent brings
@Pb I've always seen asteroids as a double edged sword. I think that's the right expression. On the one hand they are great early, and will help spur your rush better than any other planet can, but at the same time you get no experience for your caps with them. PLUS, they burn you late game. Getting asteroids basically BINDS you to having to rush. Little credit income. Only enough space for three buildings. Maxes out at 2500 health. They support the quick and fast rushing tempo of onl
Off the top of my head, Kodaks cost 500 cred, 100 metal, 70 crysal. 5 of those is 2500 creds, 500 metal, 350 crystal. Caps are 3000 creds, 400 metal, 250 crystal, close enough. No need to get exact. You get the point. 5 kodies do 90 damage. Depending on the starting cap it'll do anywhere from 24-51? damage ( I think that's what the marza does to start, either way, close enough ). At level 10 with weapon upgrades (cause you're gonna have bought at least one tier of weap
True Gormoth. That doesn't explain, however, why someone couldn't use a calculator to figure out basic comparisons of stats between units. Nor why they've been mum on the issue of balance. If a dev came out and said "balance is not the goal of sins", I'd be perfectly content. Truth be told this game spoiled me for it was the first time the devs gave direct feedback to the players. The fact that we hear nothing on the issue is what aggravates. Not that the game is imbalanced, but that
It was more of a fantasy than anything else. Courtesy of Cykur, I like the idea of making battleships tier 6/7/8, somewhere in there. Once they're out and about though, they're incredibably powerful, like say (2-4)X as powerful as they are now. That's a bastion in the fleet my friend. Something should be done though to make someone want to pick a cap besides the Progen/Egg/Marza/Akkan as their first cap. The more diversity you get from the start, the more fun the game is overall.
I put probalby 90% of Kitkun's mod into mine. Truely a great mod. I agree about the whole "cap balance isn't ideal". Where we differ is the direction we go. They all have to have the same cost with the way the current system is, and I don't like the idea of making them cheaper. Currently they run the cost of about 5 Kodiaks. See, I think the roles of the caps need to be further accentuated. Battleships: Increase the toughness. I actually go as far as saying it
So just to randomly put an off topic subject out there. I just completed a BIG overhaul to my balance mod. Enjoy folks! https://forums.sinsofasolarempire.com/360810 There it is folks! Figured I'd mention this here since anyone who reads this post is looking for balance in the game.
New verison out. Tell me if something is wrong with the link, and point out flaws left over in the mod.
How do I fix the wave tree for an entrenchment mod? I figured out how to change abilities location on the tech tree/cost/yadda yadda. That's not the problem. The problem is the research for the wave tree is in the gameinfo for regular sins, not entrenchment, so I'm not sure how to adjust it. Advice?
It's always confusing for me to read RA threads.
Yeah, if you'll forgive a foolish amishman. I've been working on the balance mod again. Speciically I'm trying to get what I can from Kitkun's post on making capital ships viable in beffore I release another version of the mod. Point being, the more I work on the mod, the more frustrated I get. Kinda a wierd side effect that'll make me spit out statements such as: [quote]I hate to say it, but there's very little incentive to listen to the needs of the multiplayer community, ev
Actually I'm gettin a good bit done. I've been updating the post with things that I've done, but haven't uploaded the file because I don't want to put up an incomplete version.
What about guys who are young but have been accused of being 30-50? (Everyone on teamspeak puts me at ~35 yrs old until I tell them 21)
I forget where I saw it, but I think one of the Frasiers said at one point that they had 500,000 people who owned the game, but that 75,000 had come online at one point or another. If the online community had been given peripherals to thrive, it'd be easy to imagine that there would be somewhere around 500-750 people on at any given time. CJ pretty much has hit it on the nose. The devs released a very poorly supported online component to the game and few put up with it, an
Ah, ok, I'll give a quick answer because I only have about 1 minute to write this. That first link doesn't have any of the adjustments in orange. The only thing I'm really doing with sins anymore is making the final version of the mod. It's in the works. I'm just busy getting used to my schoolwork. Semester just started and I need to get that under wraps before I do anything else.