Bobucles

Bobucles

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

Why should carrier combat cost resources, when no other ship has that problem? Also: Sins has a less than linear economy. As players expand, their increased income from units and research is cut down by increased fleet research, and the distance from the homeworld. The end result is that even with a sizeable empire, it's very difficult to get more than twice the resources you have early in the game. Now make strike craft cost a FLAT amount of resources. Guess what happens? Car

12 Replies 23,975 Views

Why give carriers antimatter if they can't use it in combat, where it's most needed? You may as well remove it and give them only their starting squadrons. Problem is, those things die out so fast, the carriers will be lucky to unload more than a few volleys. If strike craft can't be rebuilt under fire, then every flak frigate does a direct subtraction to carrier DPS. That will ruin carriers.

35 Replies 30,270 Views

[quote who="Astax" reply="20" id="2065332"] Quoting burnout1620, reply 16Carriers shouldn't be able to respawn SC in battle. Simple as that. No it is not that simple dude. [/quote]I'll have to agree with this. Without rebuilding fleets, carriers have one absolute strength going into a battle. That strength can't compete against the growing intensity of fights as the game progresses. They'd just have a fixed amount of time before being rendered useless in bat

40 Replies 96,931 Views

It wouldn't work. TEC Hoshinko repair cruisers would repair the damage, giving TEC an astronomical advantage over the other factions. Carriers will still run away to repair facilities to recoup and regroup, after doing substantial damage. You need something that every faction has in roughly equal supply, but just different enough that it allows the factions to diversify in its field use. Like... antimatter?

20 Replies 35,444 Views

[quote]I see squadrons replaced instantaneously.[/quote]Since when? Individual ships take around 10-15 seconds to rebuild. The full squadron is just the individual build time x the size of the full health unit. So a carrier takes a few minutes to replace a squadron, more or less. If squadron ships took no time to replace, then capital carriers would have an unlimited stream of ships pouring out the vents. [quote]So, if the strikecraft are "fully countered," you are still for allowing

50 Replies 91,309 Views

[quote]and it sounds like the capitol carrier can do just fine with the increased drain. [/quote]All capital ships currently get their squadrons for free, as a perk. No reason to change that, as capital ship squadrons don't cause any problems in the game.

48 Replies 89,160 Views

[quote who="Kougeru" reply="18" id="2065058"] Quoting CommanderAdama, reply 4 Quoting Kitarious, reply 2On top of the fuel idea how about having the SC have to get back to their frigate before it can jump? That's already a reality not in 1.13 , was playing today and was able to warp with like 50+strike craft on the other side of the star[/quote]Strike craft will attempt to return to a jumping carrier, and I think they'll refuse new orders. But they're under no

50 Replies 91,309 Views

[quote]I don't know that I said flak should have the power to liquefy by simply LOOKING. Just off the top of my head, it should be balanced the same as any other counter for any other unit in the game.[/quote]It is in relation to this part: [quote]Balance the flak so that if this ratio is there, and if strikecraft fly within range of the flak, they are dead. Period.[/quote]Do you mean "give them a few minutes" die or "kill them on sight" die? Strike craft are differe

50 Replies 91,309 Views

A major issue with countering carriers is that flak needs to reach a "Critical Mass" before damage can be done. Carriers use antimatter to both build and replace their squadrons, and this rebuilding is a direct FLAT counter to the flak's damage. Carriers have two points for critical mass: 1) The build rate of the squadron. This directly opposes the flak's damage output. It takes a LOT of flak to beat the build rate of a carrier. You beat this and you have truly hard countered

50 Replies 91,309 Views

[quote]Balance the flak so that if this ratio is there, and if strikecraft fly within range of the flak, they are dead. Period. [/quote]Bingo! You nailed it. That is EXACTLY why flak can not be balanced around hit and run attacks. My point is this: Sins is balanced around prolonged engagements. Carriers can deal their damage, but can deny flak a full engagement AT WILL without penalty or remorse. Without a full engagement, flak c

50 Replies 91,309 Views

[quote]No nerf to carriers is needed. Fixing the flak frigate is what is needed.[/quote]How is fixing the flak frigate going to help? Will they only need 60 ships instead of 90 in order to clear the sky? Is that going to suddenly make players build the proper number of frigates needed to counter a fleet worth twice the supply? How is that going to fix anything, other than giving players more room to fit carriers in their fleet? Pound for pound, flak already counters carriers. Ma

48 Replies 89,160 Views

This is stupid. But mostly because the majority of "nerf" ideas don't even address the percieved problem with carriers. Nerfing carriers won't fix the problem, and buffing flaks won't fix the problem. In a heads up fight, flaks will counter carriers any day of the week, and that's fine the way it is. Most players don't even build enough flak to count as a worthy carrier counter, and are clamoring for sweeping changes regardless. The problem is that carriers don't HAVE to give flaks th

37 Replies 28,381 Views

[quote] the solution is to FIX THE DAMN FLAK FRIGS! Doesn't that sound easy enough to understand?[/quote]Won't work. Carriers and flak have a tricky balance. On the one hand, carriers counter flak by rebuilding their squadrons. On the other, flak counter carriers by killing the craft. If the flak frigates mop the floor with squadrons, then you'd never see them on the field. If they keep up with carrier production, then flak can't stop anything until the damage is already done. Flak does

50 Replies 91,309 Views

[quote]or somehow prevent them from rebuilding their strike craft as soon as they lose them in a battle. [/quote]That's sort of what I was plugging from the very start. Strike craft take antimatter to rebuild. Currently this is not an issue, because carriers have a MASSIVE antimatter reserve, and they recharge in battle. A carrier with 400 antimatter, recharging, may end up with over 600 antimatter with which to rebuild squadrons. This is nearly unstoppable endurance. A carrier with 400 antim

48 Replies 76,975 Views

Shameless plug: If carriers couldn't keep squadrons deployed without antimatter, they wouldn't be jumping around so much.

16 Replies 7,188 Views

Here's an idea. Make squadrons consume antimatter to stay on the field. This turns the carrier into a sort of "mage" archaetype, because they require special energy in order to do their damage.

12 Replies 23,975 Views

The carrier's weapon is the squadron. No other frigates have squadrons. Colony ship weapons are harmless. Scout ship weapons are MOSTLY harmless, but they do balance a bit by taking up very little fleet space.

48 Replies 89,160 Views

All the information can be found in the Forge Tools set. Check the downloads section. By default, it should install the files to your Sins folder. All the data should be in Forgetools\ReferenceData\GameInfo folder. If you're having trouble finding it, use Windows' search option to find all files that start with "Fighter". All 6 squadron types (2 per race) should pop up. Open them with a simple text program. The forge tools files come in pure text. If you find BIN in the file, you're i

14 Replies 27,275 Views

In my opinion, you should have listed the direct damage values with the weapon cooldown time. Using truncated DPS values won't tell you anything. For example: Advent fighter: 16 damage, 12 sec cooldown. That comes out to 1.33 DPS, which is a third more than the 1DPS you're assuming it has. Advent capital ships also give damage bonuses.

14 Replies 27,275 Views

[quote who="Cpt_Siddy" reply="11" id="2061143"]espesialy, ball thm araund kols, uh huh. its a fucking feature that devs intendet, get bent and fuckked by big bubba![/quote]Could you be more specific? What sort of "small, mobile, hard to target, hard to hit" unit that sits still in the dead of space, lit up brighter than a broadcast tower are YOU thinking of?

17 Replies 7,470 Views