Bobucles

Bobucles

Joined Member # 3116209
17 Posts 473 Replies 9,950 Reputation

All colony caps have slower than average speeds, 450 max. All other caps seem to have a max speed of 525. The Vasari scout cap also has a max speed of 525, which can be further boosted from distort gravity. It used to have a deliberately reduced speed without it.

18 Replies 30,246 Views

Hmm, let's see: Advent carrier: Acceleration 100 Turn Speed 1.65 Max Speed 500 TEC LRF: Acceleration 150 Turn Speed 3.3 Max Speed 500 TEC Light Frigate: Acceleration 200 Turn Speed 3.3 Max Speed 800 TEC Scout: Acceleration 225 Turn Speed 4.95 Max Speed 1000 TEC Kol Battleship: Acceleration 100 Turn Speed 1.0 Max Speed 525 TEC Siege Frigate: Accelera

18 Replies 30,246 Views

Sure, you can ignore the starbase, and move on just fine. You can't kill the planet if the starbase has the government upgrade, and you can't run away without losing all your antimatter and taking severe damage. So go ahead, pretend that starbase isn't there, and jump away. That won't be a lethal mistake.

67 Replies 243,581 Views

That's not really a bug either. The factories seem to stack up just fine. The issue is because the queue is tied to the Gravity Well, and not to the frigtate factories. When a ship is produced at a gravity well, it goes to the first available spawn point to make the ship. The spawn points become ready almost instantly, so a ship built a half a second later can pop up at the same spawn point. This gives the illusion of one factory pumping out all the ships, while the rest are

8 Replies 6,083 Views

[quote]exploit territory? It is ULTIMATE abiltiy, so it should be ultimate. Secondly, it does exactly what it says, EXACTLY. That's like the opposite of exploit.[/quote]I dunno about you, but I'm PRETTY sure that annihilating a 2000 point fleet with 2 ships violates SOME universal definition of balance. It'll take me a while, but I should be able to find out why. [quote]What's next? You want to cap the number of targets cease fire affects?[/quote]Yeah, yeah, that's exactly it! Ar

182 Replies 409,366 Views

The main reason caps get a free pass is because they are also VITAL combat ships, and don't really have time to stick around in a dedicated siege role. That's why the egg is SO good, because drain planet can facerape a planet before a battle, and then finish the job afterwords, without seriously impacting its combat power. [quote]the first is that planets, unlike ships, actually do lose usefulness as they get attacked in the form of population loss leading to revenue loss. a ship, on

182 Replies 292,061 Views

[quote] I agree with Astax, if the Marza gets nerfed it will be tossed aside[/quote]This is complete bs. Missile barrage will still be an excellent ability even if it had a reduction in power, the most obvious one being a reasonable target cap. Wiping out ANY number of ships with a single mouse click is deadly no matter what your strategy is. The only difference is you aren't wiping out ALL ships. Considering the 3min cooldown and fatal nature of MB, killing m

182 Replies 409,366 Views

If you want a chance at coed, go Navy. Otherwise, go air force. What's the Marines?

46 Replies 147,871 Views

[quote]If it ever gets around to fully developed 16-cap fleets, an Advent with ressurrection is basically handed the win since he can just promote any new cap he builds right to level 10 at no cost.[/quote]If the game lasts long enough for fully developed 16 cap fleets, then Vasari will have the Kostura cannon pounding you with unlimited reinforcements, and you're getting hammered from the TEC Novalith cannon while you're donating them free resources with every purchase. Using ressurrection o

182 Replies 409,366 Views

I'm not a modder, so don't go thinking I'll be making this into a mod. However, it's a game idea that could end up adding a new and exciting layer to the game, and there's not really any other forum for it. So here goes: You've seen it in the movies. The ship is under attack, everything is blowing up, and the battle is lost. The heroic captain broods over his regrets, things he should have done differently, and hesitates before issuing his final command: All hands abandon ship! </

13 Replies 8,935 Views

After listening to both title screen songs, I have to agree. The SoaSE title screen music is just better. Better mood, better pacing, good length, and it just feels good to listen to. It's a song that I can have on loop in the background, while trolling forums like this one, and like it. The Entrenchment music is rugged and militaristic, but it's missing that all important... space-y aspect. The mood of the Entrenchment music is an aggrivator, making it even more difficult when your patience

7 Replies 8,258 Views

[quote]First, I'd want to hear how a capital can survive against focus fire from 30+ heavy cruisers, other than Dunov/Overseer spamming and microing.[/quote]A ship outnumbered, outgunned, and overwhelmed is going to die. That's not an issue. You are expected to take casualties in massive scale battles. [quote]No existing game mechanic has not fixed this problem. The solution, as I suggested in other thread, is to make access to high-level capital ships more convenient i

81 Replies 80,372 Views

[quote]And not pointless by any means. Every race has something the other two races wish they had. Something that, IMO, unbalances the game to some degree. Ressurection is just an example[/quote]Wow. You really said that ressurection is an imbalanced ability. And that an ultimate game ending weapon can be extremely powerful. Using those two examples, you then concluded that the Marza is balanced by default. That certainly has put things into perspective. Thanks.

182 Replies 409,366 Views

A machine gun is a little inadequate, don't you think? It's more like: "A nuclear vulcan cannon is balanced because you can snipe the gunner."

182 Replies 409,366 Views

[quote]First, it can be interrupted. It's not instant damage.[/quote]Every ship with antimatter can have their abilities countered. That argument applies to ALL abilities. The only difference is that failing to counter missile barrage, in a large battle, is a fatal mistake. That doesn't apply to any other ability. [quote]Second, cruisers are not killed with MB. Hurt, yes. Not killed. You can retreat and repair them[/quote]Hurt, yes. Can retreat? There's not going to be many ships left

182 Replies 409,366 Views

The AI will make allies regardless of what you do. What's important is to make sure they're making allies WITH you, not AGAINST you.

9 Replies 5,399 Views

[quote]No-one responded the first time I posted this suggestion. Well, what do you think? its not exactly a nerf, its more a redisigning of the ability.[/quote]It still hits unlimited targets in a HUGE area. That's the main issue.The damage scales to insane levels. Missile barrage is highly comparable to last resort. The only difference is the Marza is a mobile unit, and doesn't kill itself using it. It can SORT of be countered, but you'd better be on your toes lest that one shot gets

182 Replies 409,366 Views

Since the same points get rehashed over and over, with the level of drool increasing at unprecedented rates, here's a new thing to talk about: A siege attack currently increases in power exponentially with the number of ships involved. A raid with 10 siege ships ships can last twice as long, and do twice the damage as 5 ships, which is 4 times the damage overall. It's easy to see how they can ramp up in power extremely fast. Not only that, but more ships survive survive the atta

182 Replies 292,061 Views

I find it absolutely hilarious that Karma bases all of his arguments off a siege frigate that is invincible, has unlimited access to territory, and is 100% FREE. Surprise news: Siege frigates are expensive! Siege ships are also noncombat ships. Investing in siege is a direct subtraction from combat ships. Without combat ships, you are vulnerable to a vicious counterattack. Try to understand this before crying "OMG, but siege overpowered, nerf!" I never said a thing about the populatio

182 Replies 292,061 Views

[quote]As someone stated, if we don't want to nerf it, than why just we don't introduce more counters to it?[/quote]Because you don't just make abilities to counter missile barrage. You make abilities to counter EVERYTHING across the board. Adding more coutners nerfs everything. It doesn't change the fact that one well placed missile barrage will end the game. [quote]The way I see it, this can be 'fixed' pretty simply. ... ...[/quote]...None of those fixes are simple. Or

182 Replies 409,366 Views

[quote]yeah, but how friggin hard is it to change the attribute setting _militaryLabsRequired =1 to _militaryLabsRequired =3.[/quote]That'll do part of it. You also need to move the research icon to its new spot, and change the reserach cost accordingly (each research level has an associated cost). So no, it's not very difficult, but it will take some time if you're new to modding. This may be a surprise to some, but you can place land mines directly around a planet to kill siege

182 Replies 292,061 Views

[quote]And again said by many skilled players, the problem is that most abilities are way too weak, not missile barrage and other notable abilities overpowered.[/quote]Clearly the solution is to make sure every other ability can obliterate 2000+ point fleets as well! I'm quite surprised that Missile barrage doesn't have any sort of target cap. How many missiles can one really pack inside that thing, anyway? If it's possible to have, say, 10 targets, but it picks up new targets as ship

182 Replies 409,366 Views

[quote]Most of you totally missed this guy's point. He's asking what you would do with all the extra resources. He's not asking for advice on how to play so that he wins more quickly, or doesn't amass such a huge surplus. So quit flaming him already, gosh.[/quote]One thing that you missed out on, is Sins has UNLIMITED resources. Harada is making it to the end of the game, buying everything out, and filling up every world 100%. There is NOTHING Harada can do after tha

14 Replies 8,338 Views

Phase jumping starbases will cause a small problem of making muiltiple starbases in a single grav well. How would you prevent a player from building a new starbase after the old one jumps away, and then jumping that in too? Repeat that a few times and you've got a bad case of lulz on your hands.

47 Replies 128,543 Views