[quote]That seems like a shaky argument, because the developers have not fixed it yet, it must be balanced? By that same train of thought, wouldn't there be no remaining technical issues (like hosting problems) just because the developers have not yet fixed them, if they're not fixed yet, they must not be an issue?There are other balance issues remaining with the game as well (LRMs, current economy heavily favoring TEC due to Credits being the most important resource, etc). I assume Returning
Styr
RA is obviously NOT imbalanced. If the devs really wanted to change it, I imagine it would take less than 10 minutes to change it (cooldown timer being increased would be the quickest band-aid).
should add a section about phase missiles and how they directly damage hull and blah blah blah
[quote]Cruiser-Ally, Astroid-Theif [/quote] sounds like you got shafted with your teammates. it happens.
[quote]Like I posted in another post, 1 guy with returning armada was able to hold off 3 other players. It made the game go on and on because even if his ships were destoryed he'd just get them right back. Eventually I had to get returning armada myself and even then things just sort of went into a stalemate. I eventually quit because the game wasn't any fun anymore. All I was actually doing was selecting units, putting them into a giant blob, and sending them toward an enemy planet or two. I'll
[quote]So far, the Atlantians move more quickly through phase space, and are utterly powerful in combat (most specs are at least doubled, however ship build costs and time are tripled).[/quote] To be honest, this new race simply sounds like a better version of the Vasari. Uber ships, fast phase space traveling. Those caps also have some amazing stats for level 1 cap ships.. I'd hate to see the level 10 variant. Still, if balanced properly this would be fun.
I, for one, think that phase stabs should cost 18-20 tactical supply (like superweapons), so that you can only have 1 per world at most - and even more loss of other tactical structures. Also, being unable to scuttle RA ships would be a very wise move. Talking about limiting it to a % of fleet numbers is extremely slippery-slope. How about a nerf to pervasive economy to balance out this fact? I don't see anyone complaining about TEC's ability to print money since they happen to be the b
Perhaps LRMS should have some sort of minimum range? It would certainly make them more vulnerable towards anything that can stop movement.
[quote]Nice advent buffs there. I was hoping for some advent skill tree changes or at least making culture have a more desirable effect.[/quote]
[quote]How about a 1.04 or 1.1 change with an interesting downside to RA - not just a nerf.We know from the backstory that the Vasari are running from something. In their desperation to summon the Dark Fleet they expose themselves to the risk that the Unknown Adversary (UA) finds them.Once phase gates become active for RA a random timer is set and starts counting down to 0. The destruction of RA ships may make it run down faster - doesn't matter if they are scuttled or in battle.When the UA fin
[quote]yes. good.You proved a larger LRM fleet can defeat a smaller disciple fleet.good job[/quote] but didn't you claim you would have a numerically superior fleet because of the nonstop disciple building you were doing? you said it best yourself: "he trick is to immediately start producing the Disciples as soon as the game begins. The TEC player must wait until he creates a military lab, but will lack the crystal to keep up with your Disciple fleet. An LRM requires m
[quote]Too technical for me. I just do it. Can't explain all the fuzzy logic algorithms.Oh, you might have failed to notice this thread is about spamming ships. Your reply seems like you know very little about ship spamming.Cheers![/quote] Standard copout reply. Too technical? Too bad, this is a deep technical game. Add that to the fact you can only gloss over my points with a "Lol I can't explain it" gives you about as much credibility as a religious zealot. Obviously you know the c
[quote]My factories never stop producing ships. Eventually, depending on the size of the map, I will have 3 frigate factories continuously pumping out ships. It's a non-stop production process. LRMs require crystal and the Disciples do not. The disciples also cost less in credits and metal. It's a no-brainer.Supply? You're talking about crew? Hell, I've already upgraded my available crew three times before the LRM player upgrades once.Of course, I'm only producing disciples for maybe the first