[quote who="Agent of Kharma" reply="3" id="2077382"] Interestingly enough, that's exactly the role I always thought the siege frig should fill before I even played the game. It's intuitive, it works, it makes sense, it's balanced, etc. I can't really make sense of any other role for a siege frig.[/quote]The problem with that is "corpse collecting" is not a STRATEGY. It's a CHORE. If a siege frigate is only good at mopping up after everyone has left, then they serve no true st
Bobucles
1 armor is equal to 5% of a capital ship's base HP. Also, 95% mitigation is retarded. I know because I played a custom mod like that. Mitigation does not protect against the initial volley, so you're still going to be 1-shotted by a big enough flight swarm.
CreditSuisse, if you're going to spew out flames against all the constructive critism you get, then how do you ever expect to have a civilized discussion? Sorry, but blowing off the blatant flaws in your "great scheme" is just as bad- if not worse- as the people who truly troll away. No one on the forums- or in life- is obligated to give you a pat on the head while singing your praises. Sometimes people deliberately believe that you're
[quote who="garv222" reply="14" id="2074487"]I'm wondering if how often you see siege frigates being used isn't really so much the cost and supply, but some people's preference to destroy an opponents fleet before considering bombing. Skirmishing/raiding planets isn't so much my style and I suspect most people don't really possess a "soft" hammer and prefer a brute force approach AKA spam.[/quote]Why do people destroy an opponent's fleet before bombing? Because you can't bomb if a fleet
[quote] that a destruction of a colony by starships is an unnacceptable turn of events[/quote]Actually, I'm saying that the destruction of your Homeworld when you only have 2 asteroids is an unacceptable turn of events, which it is. Can you REALLY accomplish anything after that? Losing even ONE asteroid is a huge loss in the early game. That's why early game siege frigates were so good in 1.00, because only one kill is needed to irrevocably turn the game. The benefit of killing a plan
[quote]This balance doesn't exist with the siege frigate.[/quote]You make it sound as though these issues STILL exist with the siege frigate, when in reality they DON'T. Siege frigates are crap. I will agree that the siege frigate is the only frigate that can do lasting and game ending damage to an enemy player. I also agree that siege frigates suffer from a sort of exponential curve of power. Part of the fault is that siege frigates only have two results for an attack: success or fai
Sorry AgentofKarma, but the problem isn't about what sieges WERE in the distant past. The problem is what sieges are NOW, and how they no longer fit into gameplay. Where before they were more deadly than Uni cron , currently they are more harmless than Space Uni corns . Current siege ships are less than a third of what they once were, and it's a very ugly picture. It's important to figure out WHY the siege frigate was so good in the first version, because that's a good g
Flak already fills the role of interceptors. They're nearly impossible for bombers and fighters to kill, they wipe out fighters pretty well, and they're terrible against any heavy armored ship. That's almost entirely like an interceptor! Interceptors will add nothing of substance to the game. It doesn't add a new strategy. It doesn't add a new tactic. It doesn't provide an interesting new way for units to interact. Interceptors are just a lame idea for a generic rock/paper/scissors re
[quote who="Vitamin J" reply="16" id="2071834"]Hurting your economy more than having to build that many seige frigates? They are ~2 mil labs + research + ~15 fleet points each.[/quote]That's pretty cheap, considering that rushing LRMs is easy enough. The most expensive thing is the fleet point cost.
Accept some losses. All that matters is that their borders collapse faster than yours.
[quote]This isn't an insult, just a need for explaination. ~Disco[/quote]Make friends with ANY person that works in retail. Ask about their costumers. All will become clear.
Try out the demo. It's still being given out through Steam. That's the best way to find out. Sounds like you need a complete system overhaul. It's reached the point where you can upgrade with the ultra low end Atom based machines! Save your gaming money, and put it towards a new computer.
[quote who="litle_pet_slinki" reply="14" id="2068280"]this fits in with my fix option (witch isdamn good) as well as that, make different types have different amounts and make the amount of ammo researchable. solution found, thankyou. [/quote]Didn't you post a similar solution in another thread? Well, that thread was broken when I got there, so I'll reply here:[quote]more ideas : ammo limit SC's to there class. and make it researchable that they can take more ammo.[/quote]Antimat
[quote]1: bumping flak. Not a bad idea, give it a little more teeth. Having to show up with 50+ flak to have a hope of countering 25 LC's kind of annoys me.[/quote]50 flak is still half of the fleet cost of 25 light carriers. I think the issue here is more... psychological. Most ships in the game counter each other pretty solidly given a 1:1 ratio. LRFs, LFs, and HCs kill each other in relatively similar numbers. However, flak is 1/4th the fleet size of a Light Carrier (and 1/5th the
[quote]They should be more powerful. A general 10-15% buff to shields and hull points will NOT completely solve their problem but it WILL be much better than what we have now.[/quote]And how does that fix caps? Low level capital ships don't seem to have trouble early game. High level caps don't have problems being useful late game (other than the overabundance of carriers at the moment). Buffing caps will only make them more prominent early game, or to make max caps better. [quote]Wel
The Advent something cap has the level 6 ability to permanently steal frigates, above and beyond the unit cap.
[quote]. Let carriers get their inital SC for free, then pay money for any that must be replaced.Replacing a dead Strike Craft should at the bear minimum take 40 seconds. Not the 10-15 seconds it is now.[/quote]No way. Carrier damage is tied DIRECTLY to their squadron strength, which is why you can't go dicking with their ability to sustain it(as long as they have AM). A carrier doesn't need a whole lot of permanent strike craft casualties befo
I think capital carriers should start with more squadrons, and advance at a slower rate. But that's because I think their damage should be focused more in the squadrons, rather than the capital ship's main armaments.
[quote]if not stay and provide some constructive suggestions to help make this idea work. Otherwise you're just in here to flame and intentionally sabatoge someone's idea. [/quote] What if we don't want the idea to work? What if we point out why it's a bad idea and wouldn't really fix anything? Is that still sabotage?
[quote]burrrpp[/quote]Can't say I don't blame ya for not reading that all! I did make some effort to ease the pain, but thanks for the bump. [quote]Why not have LC's start with one squad, and allow them to tech to two squads ?[/quote]That's a 50% buff to a ship. 50% is a monumental increase in power, for just one research topic. That'll lead to issues where carriers are worthless without the research, and excellent with the research. Also, LCs already have an existing research option
[quote]A 10% buff to hull points/shields of all Capital Ships is too much to ask? really? wow, people must love their frigate/light carrier/ HC spam. [/quote]How is a 10% boost going to turn caps from unbalanced to balanced? I just don't see how that changes a damn thing. High level caps are monsters. Low level caps are not. The only potential issue- if you can call it that- is that low level caps are sort of crappy late game, and have a hard time gaining levels before dy
I see a new game type in the works, available to only the highest ranked players.
The Advent LF has two abilities. The first one is to steal antimatter from hostile units. The second is to donate that antimatter to friendly units at a loss. I have a few questions: Do disciples still give AM to other disciples? This destroys the total AM pool in the LF group. This frees them up to steal more AM, but typically they no longer have any antimatter to donate when it's finally needed. Do the Advent AM recharge stations still give AM to disciples? Combine this with
[quote]That's my two cents.[/quote]So, if I got this right, your story is: "I beat my opponent's balanced fleet by building nothing but carriers as a last ditch effort." Yes, I'm a bad person. [e digicons]O:)[/e]
[quote]1) what the role of flak should be, according to Bobucles, and 2) why I should give a crap about that role and want to pay money for it?[/quote]Ooh, I like this! But you forgot one important question: What I think the role of Carriers should be, since that directly ties into how I think flak should be. First off, I think carriers should be an antimatter using support unit. My ideal for the carrier role is to hit hard and furious during the critical early stages of the f